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    FAQ/Walkthrough by BlueYoshi579

    Version: 0.50 | Updated: 10/06/11 | Printable Version | Search Guide | Bookmark Guide

                                         <^^^>
                                           |o 
                                    DEAD  / | SLAND
                                         /  A
     
                                 ~A play in four acts~
    
    O============================================================================O
    |                              Table of Contents                             |
    O============================================================================O
    
    
    Hit Ctrl + F on Windows Systems and search for the section ID (the five
    characters in parentheses) to quickly move around in this FAQ. A trailing
    lower case letter after the numbers simply means the section was added after
    I finalized the layout.
    
    Please read all of 'Before We Begin' (Section A).
    
    A. Before We Begin..........................(A0000)
         i. Introduction........................(A0001)
         ii. How to Use this FAQ................(A0002)
    B. Basic Guides.............................(B0000)
         i. Controls & Mechanics................(B0001)
         ii. Characters.........................(B0002)
         iii. Combat & Stamina..................(B0003)
         iv. Types of Zombies...................(B0004)
         v. Items, Weapons, and Inventory.......(B0005)
         vi. Navigation & Maps..................(B0006)
    C. Main Quest...............................(C0000)
         i. Prologue............................(C0001)
         ii. Act I..............................(C0002)
         iii. Act II............................(C0003)
         iv. Act III............................(C0004)
         v. Act IV..............................(C0005)
    D. Sidequests...............................(D0000)
         i. Act I...............................(D0001)
         ii. Act II.............................(D0002)
         iii. Act III...........................(D0003)
         iv. Act IV.............................(D0004)
    E. Et cetera................................(E0000)
         i. Collectibles........................(E0001)
    Q. FAQ Stuff................................(FQ000)
         i. FAQs................................(FQ001)
         ii. Version History....................(FQ002)
         iii. Contact/Legal.....................(FQ003)
         iv. Credits/Thanks.....................(FQ004)
    
    
    O============================================================================O
    |                             Before We Begin                        (A0000) |
    O============================================================================O
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                       Introduction                      |
           (A0001)      \--------------------------------------------------------o
    	   
    Hello, and welcome to my guide (or FAQ, I'll use both terms) for Dead Island
    for the PC. I am Jeffrey McGaffigan, or BlueYoshi579, as I chose to be called
    on GameFAQs forever when I was in 2002 when I was 13 years old. Dead Island is
    a co-operative first person action-RPG, rather accurately called "Borderlands
    with zombies" by some. The comparison is pretty apt, you have four characters,
    who roam a largely open world killing things with a wide variety of randomly
    generated weapons, occasionally using vehicles for transport; there are plenty
    of sidequests to distract you from the overall goal of escaping the island.
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                  How to Use this FAQ                    |
           (A0002)      \--------------------------------------------------------o
    
    This guide isnít written for any particular character. I have the most
    experience with Xian, but any character should be able to complete the game
    ably. 
    
    This guide will, at first, try only to guide you through the game in a timely
    manner, nothing else. Over time, I intend to make this into a more complete
    guide, with alternate strategies, information on every single sidequest, and
    highly refined knowledge about everything this game has to offer. However,
    for now, the goal is to get a serviceable guide online. If I forget to update
    this section when it is more complete, please email me.
    
    This game provides you with a pretty decent map and a good idea of the basic
    route to take to an objective with the HUD, so I won't be directing you
    everywhere. If you feel a section needs better directions, send an email. I
    will, however, try to provide directions to things that aren't the objective,
    like useful items.
    
    This guide will assume you are using default controls, with two exceptions:
    I bind crouch to ctrl, so if I mention ctrl, I am talking about crouching.
    I also bind use to E (and thus kick to F), because every game is a Valve
    game.
    
    If you're new to this game, please read all of section B. If you're just
    looking for help on a specific section, jump to the section you need using
    Ctrl + F.
    
    Many times in this FAQ, I'll type out a long term, then put a shortened form
    in parentheses after it. For example, Dead Island (DI); here, 'Dead Island' is
    the full term, and 'DI' is the shortened term.
    
    Each quest will have a small info ďcardĒ in this FAQ that is a simple
    transcription of the quest info the game provides. They will look something
    like the following sample:
    
    o----------------------------------------o
    |            Passport to Life            |  <- This is the name of the quest
    o----------------------------------------o
    | Goal: Bring the security keycard to    |  <- This is the description given
    | the Lifeguard Tower from Bungalow #11. |     in the game.
    o----------------------------------------o
    | Difficulty: Easy                       |  <- This is the given difficulty
    | Reward: 400 XP, Nailíd Mod             |  <- These are the listed reward(s)
    o----------------------------------------o
    
    O============================================================================O
    |                             Before We Begin                        (B0000) |
    O============================================================================O
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                Controls & Mechanics                     |
           (B0001)      \--------------------------------------------------------o
    
    Dead Islandís controls can be edited by hitting Esc, selecting Options, and
    clicking on the Controls tab on the right side of the yellow stripe of tabs.
    I would start by adjusting the mouse sensitivity, as the default setting is
    probably far too low for most users. Keep in mind that you should test out
    this setting in game, not just in the menus, as the two behave differently.
    Next, on the Controls tab, hit Key Bindings on the bottom middle and tweak
    things here to your heartís content.
    
    One thing I would definitely change is the quick inventory button. Middle
    mouse is typically one of the hardest buttons to consistently hold down, and
    Dead Island is pretty unforgiving about middle mouse in my experience. Once
    I rebound quick inventory to Tab, I was much better off.
    
    One caveat about bindings, however: Dead Island is still a bit buggy, and,
    specifically, the ĎUseí key will not rebind quite correctly. I havenít had any
    trouble with the new one not working, but the old ĎUseí key tends to also work
    for certain actions, which can be troublesome.
    
    Iím also not sure why ĎThrow Weaponí is listed as bound to RMB by default, as
    throwing weapons involves holding RMB to enter aiming, and then LMB to throw
    the weapon.
    
    If you need any further help with the controls, or can correct me about the
    throwing of weapons, send me an email/PM.
    
    Dead Island is a fairly straightforward game. You kill zombies, complete
    quests, and gain experience. As you level up, you gain health (and your health
    immediately refills upon leveling up, which can be useful) and skill points,
    as well as access to better weapons. If youíve played Diablo, Diablo 2, or
    Borderlands, you know the basics of whatís in store for you in DI.
    
    Dead Islandís health meter is a series of white blocks that usually appears
    on the top left of the screen. It can be refilled by eating food, drinking
    energy drinks, or using health kits. Fruit usually restores about half to
    three quarters of a block, an energy drink restores about 1.0-1.2 blocks,
    candy/energy bars about 1.5 blocks, and a medium health kit restores about
    2.5 blocks. If you run out of health, you will be knocked down, and will
    need a teammate to revive you with a health kit, or you will respawn
    nearby and lose a bit of money. However, respawning restores you to full
    health, whereas health kits just restore you to their restoration level.
    
    Players can lose health by getting hit by zombies, and will die instantly
    if they enter water thatís too deep. Thereís also poisonous water, which
    can be identified by zombies taking green damage while in it. Zombies also
    take damage from getting hit, but some weapons and skills can cause other
    types of damage, such as electric or bleeding.
    
    One unique wrinkle to DI is Rage/Fury. Characters acquire Rage by killing
    zombies; once your Rage meter (a partial circle near the health meter) is
    full, you can hold your Fury button (Z by default for) about a second to
    enter Fury mode. You must first unlock Fury mode by spending a skill point
    on the Fury tree. Further investment in the Fury tree will yield Fury-related
    bonuses.
    
    Fury is extremely powerful, and should be saved for serious danger, such as
    large groups of zombies attacking an NPC youíre supposed to protect, or a
    tough zombie and some others. During Fury, you should basically just go nuts
    and try to make as much use of it as possible. You are not any more resistant
    to damage during Fury, but can kill things very quickly. You can be knocked
    down
    
    Another fairly unique thing in DI is the presence of locked doors. No, not the
    standard doors that require you to hunt down keys, but rather the ones that
    you can bust down yourself. Busting down a door is a fairly simple process,
    but zombies can interrupt you. To bust down a door, ĎUseí it, then pull back
    your mouse, then push it forwards, attempting to stop the bar in or near
    the red zone. If you get it right in the middle of the red zone, you should
    bust down the door in one shot (netting you an achievement), saving a little
    bit of time. If you stop the bar near the red zone but not in it, youíll
    probably have to hit it three times. Itís not a very time consuming process,
    but not a lot of other games have a mechanic quite like it.
    
    Melee weapons in DI wear out (quickly), and will need to be maintained
    frequently. Guns, however, do not wear out (instead, they run out of ammo,
    which is basically the same thing). Weapons can be repaired at any workbench
    for a fee relating to how poor their condition is and how much they cost. I have
    not discovered the exact mathematics of this relationship.
    
    Levels, by comparison, are not unique to DI at all. Level is the basic measure
    of a characterís power. As players level, they acquire more health and skills,
    and gain access to newer and better weapons and items. As zombies level, they
    gain health and damage and more types of zombies will appear as the story
    progresses.
    
    You can toggle your flashlight on and off in DI (T by default). The
    flashlightís power is represent by a stylized flashlight that appears in the
    top right corner when it is on. It will drain quite slowly, and will recharge
    as long as itís not in use.
    	   
    	   
    	Dead Island  /---------------------------------------------------------o
       -------o--------\                        Characters                       |
           (B0002)      \--------------------------------------------------------o
    
    Each character in Dead Island specializes in a different type of combat - be
    it guns, throwing weapons, bladed weapons, or blunt weapons. Each also has
    three skill trees: Fury, which increases the effectiveness of their Fury mode;
    Combat, which increases their effectiveness with their chosen weapon type; and
    Survival, which impacts many things, such as decreasing or increasing enemy
    aggressiveness towards you or how much inventory space you have.
    
    The Combat and Survival trees have a starting skill, followed by two tiers of
    three skills, which lead to a convergence skill (which is an enhanced version
    of the starting skill), which leads to another two tiers of three skills,
    culminating in a final version of the starting skill. Iíll provide a diagram.
    
         A         <- A is the starting skill. You must put a point in A before
      /  |  \         you can put points anywhere in the tree.
     a1  a2  a3    <- a1-3 is the first tier of skills.
     b1  b2  b3    <- b1-3 is the second tier of skills.
      \  |  /
         B         <- I will call skills A, B, and C ďconvergence skillsĒ. A will
      /  |  \         be the first, B the second, C the third.
     c1  c2  c3
     d1  d2  d3
      \  |  /
         C
    The Fury tree is a little simpler - it has one tier of three skills between each
    convergence skill.
    
    To get through one tier, you must invest three skill points in it, unlocking the
    next tier or convergence skill. Characters gain a single skill point each time
    they gain a level, and the maximum level is 50, making for a total of 49 skill
    points (as you donít get one on level 1). Each level simply upgrades the
    magnitude of the skillís bonus, and these bonuses will be listed in the format
    x/y/z, where x is the 1 point level, y is the 2 point level, and z is the 3
    point level.
    
    The skill recommendations presented here arenít in any particular order, just
    get things in the order you see fit.
    
    o---------------------------------o
    | Logan Carter - Throwing Weapons |
    o---------------------------------o
    
    Logan is an ex-sports star who got caught up in his own fame and let his ego
    destroy his life, resulting in a car crash that killed his passenger and ended
    his career by injuring his leg. He is an expert in throwing weapons, but can
    also acquire minor proficiency in blunt, sharp, and gun weapons.
    
    --- Attributes ---
    
    Health: 100
    Speed: 100
    Stamina: 80
    
    Iím going to assume these are as percentages of a base value. It certainly
    seems that way. Iím not entirely sure why Speed is there, as everyone
    has 100 speed.	
    
    --- Skills ---
    
    In case you canít figure out how these skill trees (maybe tree isnít the best
    term) work, look just back up above this. Below each tree will be a brief
    explanation of each skill in the tree.
    
                                o-----------------------------o
                                |             FURY            |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |      Bullseye     |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |    Longshot     |   Furious Throw   |   Grazing Hits   |
                   o-----------------o-------------------o------------------o
    
                                     
                                     o-------------------o
                                     |   True Bullseye   |
                                     o-------------------o
    
                  o-------------------o------------------o------------------o
                  |  Wings of Death   |    Battle Rage   |     Volatile     |
                  o-------------------o------------------o------------------o
    
                                     o-------------------o
                                     | Dead Eye Bullseye |
                                     o-------------------o
    
    Bullseye: Lets Logan use Fury, and hit two enemies with one throw, at a range
    of 15 meters (m).
        - Longshot: Fury Range +2.5/5.0/7.5m
        - Furious Throw: Throw kills get +10%/20%/30% Rage
        - Grazing Hits: Chance to inflict bleeding 15%/30%/45% in Fury
    True Bullseye: Logan can hit three enemies with one throw in Fury.
        - Wings of Death: Chance to instant-kill in Fury 3%/6%/9%
        - Battle Rage: One-handed weapon kills generate 6%/12%/18% more Rage
        - Volatile: Decreases Rage needed for Fury by 5%/10%/15%
    
    Dead Eye Bullseye: Logan can hit four enemies with one throw in Fury.
    
    
                                o-----------------------------o
                                |            COMBAT           |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |   Heavy Hitter    |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |     Kicker      |      Fencer       |   Mass Driver    |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |   Maintenance   |      Frenzy       |        Flow      |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |  Sharp Apprentice |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |  Mighty Throw   |   Aimed Shots     |Way of the Warrior|
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   | Economical Throw|      Shinobi      |   Telling Blows  |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |Firearms Apprentice|
                                     o-------------------o
    
    Heavy Hitter: Blunt Weapons get +5% damage, -10% stamina cost, +1% crit chance,
                  +5% damage on direct hits to the head
        - Kicker: Critical Hit chance on kicks +5%/10%/15%
        - Fencer: One-handed weapon damage +5%/10%/15%
        - Mass Driver: Throwing Range +2.5/5.0/7.5m
    
        - Maintenance: Weapon durability +5%/10%/15%	
        - Frenzy: A kill increases damage for five seconds by +10%/20%/30%	
        - Flow: Decreases stamina cost with one-handed weapons by 15%/30%/45%
    
    Sharp Apprentice: Sharp Weapons get +5% damage, -10% stamina cost, +10% crit
                      chance, +5% damage on direct hits to the head, and you can
                      Stomp heads.
        - Mighty Throw: Increases throw damage by 10%/20%/30%
        - Aimed Shots: Increases firearms damage by 5%/10%/15%
        - Way of the Warrior: Increases critical hit chance with one-handed
    	  weapons by 2%/4%/6%
    
        - Economical Throw: Throws do damage to zombies near the target, doing
    	  10%/20%/30% of the base damage the target was dealt.
        - Shinobi: Gives instant kill chance on throws on equal or lower level
    	  enemies of 3%/6%/9%
        - Telling Blows: Increases critical hit chance on throws by 10%/20%/30%
    
    Firearms Apprentice: Reload times -10%, Accuracy +10%, Recoil -10%, Critical hit
                         chance +5%, Critical damage +10% (all for guns)
    
                                o-----------------------------o
                                |          SURVIVAL           |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |     Boomerang     |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   | Drunken Master  |    Efficiency     |  Deeper Pockets  |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |     Picklock    |   Conditioning    |    Scavenger     |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |Reliable Boomerang |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |    Fireproof    | Custom Maintenance|    Discipline    |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |MedicinalPurposes|     Appraiser     |    Reflection    |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |Righteous Boomerang|
                                     o-------------------o
    
    Boomerang: Chance to retrieve thrown weapons: 15%
        - Drunken Master: Increases damage while drunk by 20%/40%/60%
        - Efficiency: Decreases weapon upgrade costs by 10%/20%/30%	
        - Deeper Pockets: Increases inventory slots by 2/4/6
    
        - Picklock: Pick level 1/2/3 locks
        - Conditioning: Increases stamina by 10%/20%/30%
        - Scavenger: Chance of 15%/30%/45% to find weapon in great condition
    
    Reliable Boomerang: Chance to retrieve thrown weapons	30%
        - Fireproof: Fire resistance +15%/30%/45%
        - Custom Maintenance: Increases durability of customized weapons by	
          10%/20%/30%
        - Discipline: You gain additional health of +1/2/3 bars
    
        - Medicinal Purposes: Enables Health Regeneration while drunk of 1/2/3
        - Appraiser: Chance to find upgraded weapon when looting +5%/10%/15%
        - Reflection: Chance of 10%/20%/30% to knock out equal or lower level
          enemies when receiving damage.
    
    Righteous Boomerang: Chance to retrieve thrown weapons 50%	
    
    Logan Assessment: Logan is the all-around character, having no true weapon
    specialization, aside from throwing, which isnít really a weapon type.
    However, Logan also has a large number of weapons that enhance single-handed
    weapons, so you can create a more effective character if you stick to those. 
    
    You should definitely put a point into Bullseye, as Fury is useful even at
    that most basic level. I would definitely also take Longshot, as it will
    allow you to make more effective use of your Fury. Furious Throw could be
    useful, but I wouldnít prioritize it. Donít take Grazing Hits, as you will
    typically kill most enemies in Fury long before bleeding damage will matter.
    If you want the next tier of skills, True Bullseye is required. Volatile and
    Battle Rage can combine to let you use Fury much more often, but Wings of
    Death is basically useless, since Fury is basically instant kill mode anyway.
    Dead Eye Bullseye probably isnít that useful, since groups of four being in
    your vision cone are pretty rare, and there are better uses for that skill
    point.
    
    Heavy Hitter is useful, since itís the starting skill. Donít take Kicker, as
    kicks are for suppression and Stomp will be more useful. Aimed Shots could be
    useful if you donít have trouble finding ammo, but going all the to Firearm
    Apprentice to truly make use of it requires heavy point investment. Fencer is
    very useful when combined with my general strategy of using one-handed weapons
    with Logan. Mass Driver isnít as useful as boosting your Fury range, as you
    donít have a time limit on normal play. 
    
    Weapons wear out quickly, so Maintenance will be useful. Max Flow will let 
    you unleash more strikes on enemies, always a good thing. Frenzy doesnít last
    very long, and dangerous zombies are alone too often to make it useful.
    
    Sharp Apprentice is required for Stomp. Mighty Throw isnít fantastic or
    anything, but the skill points were open, and it makes Furious Throw better.
    Aimed Shots could be useful, but you shouldnít really be using guns with Logan.
    Way of the Warrior doesnít give a big enough boost to be worth it. 
    
    Economical Throw doesnít do much damage, and zombies donít group so often that
    even 30% AoE damage would be worth it. Shinobi is basically useless, as youíll
    have to throw at an enemy at average of seven times (0.91^7 = 0.516) to have a
    roughly even chance of an instant kill on any one of the seven throws - by then
    most basic zombies will be dead, and youíll be low on weapons, while itís
    useless on higher level zombies. Telling Blows could conceivably useful if there
    were more skill points available in the game, but ultimately doesnít make the
    cut. Firearms Apprentice is simply buried under too many other skills to be
    useful.
    
    Boomerang is a prerequisite for a number of good skills, take it. Donít take
    Drunken Master until youíve got a decent supply of alcohol, but do take it, as
    Drunken Master combined with Medicinal Purposes makes non-basic zombies much
    easier. Thereís enough money in the game to make Efficiency less than optimal.
    Deeper Pockets is okay, since it lets you throw more, but itís tough to justify
    it when there are better skills. Maybe you could put some of your final points
    into it.
    
    Picklock is entirely based on how youíre playing - if someone else on your
    usual team has it, itís useless, but if not, itís somewhat useful, and if
    you play with pubs itís also somewhat useful. Conditioning will let you
    attack more, which is always useful. Scavenger isnít that great, since it
    will benefit you for about five to ten minutes at a time, when it activates
    at all. 
    
    Reliable Boomerang is needed for some decent skills on the next tier.
    Fireproof is junk, never take it. Custom Maintenance will make you less tied
    to workbenches, and by the time you get it, you should be able to use custom
    weapons exclusively (donít get it until you have a suite of custom weapons,
    of course). Discipline is recommended, but not integral to the plan.
    
    Medicinal Purposes on 3/3 will fully heal you. 
    
    Logan Recommendation:
    
    Bullseye 1 (1)
    Longshot 3 (4)
    Furious Throw 3 (7)
    True Bullseye 1 (8)
    Battle Rage 3 (11)
    Volatile 3 (14)
    Heavy Hitter 1 (15)
    Fencer 3 (18)
    Maintenance 3 (21)
    Flow 3 (24)
    Sharp Apprentice 1 (25)
    Mighty Throw 3 (28)
    Boomerang 1 (29)
    Drunken Master 3 (32)
    Conditioning 3 (35)
    Reliable Boomerang 1 (36)
    Discipline 3 (39)
    Custom Maintenance 3 (42)
    Medicinal Purposes 3 (45)
    
    
    This leaves you with 4 skill points to play around with. If no one else in
    your regular party is taking Picklock, or if you play with pubs, you can
    invest in that and have one points left over, spend it as you like.
    Remember that this spec requires use of one-handed weapons to be good.
    Be sure to try to finish enemies with throws, as your skills make that both
    easier and give extra Rage.
    
    o---------------------------------o
    | Purna - Firearms                |
    o---------------------------------o
    
    Purna is a former detective with the Sydney Police Department, who was fired
    for shooting a wealthy, privileged man who she suspected was sexually
    abusing his teenage daughter (he had pulled the gun on Purna). She feels that
    the justice system is corrupt and empowers the already empowered groups,
    trivializing corporate theft of huge sums of money while coming down hard on
    minor drug offenses.
    
    --- Attributes ---
    
    Health: 100
    Speed: 100
    Stamina: 90
    
    Iím going to assume these are as percentages of a base value. It certainly
    seems that way. Iím not entirely sure why Speed is there, as everyone
    has 100 speed.	
    
    --- Skills ---
    
    In case you canít figure out how these skill trees (maybe tree isnít the best
    term) work, look just back up above this. Below each tree will be a brief
    explanation of each skill in the tree.
    
                                o-----------------------------o
                                |             FURY            |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |      Guardian     |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   | Inspiring Kick  |  Attack Formation | Grim Inspiration |
                   o-----------------o-------------------o------------------o
    
                                     
                                     o-------------------o
                                     |  Guardian Spirit  |
                                     o-------------------o
    
                  o-------------------o------------------o------------------o
                  |     Volatile      |   Fiery Spirit   |  Righteous Fire  |
                  o-------------------o------------------o------------------o
    
                                     o-------------------o
                                     |   Guardian Angel  |
                                     o-------------------o
    
    Guardian: Allows Purna to use Fury (A powerful revolver with unlimited ammo),
              and all team members (including you) get +10% damage, +10% critical
    		  hit chance, -15% stamina cost, and +25% health gain
        - Inspiring Kick: Kills with kicks gain additional Rage of +15%/30%/45%
        - Attack Formation: Increases damage done by all team members when Fury is
          active by 5%/10%/15%
        - Grim Inspiration: Kills with modified weapons gain +10%/20%/30% Rage
    
    Guardian Spirit: Fury lasts longer and you can take out two enemies at once,
                     and all team members (including you) get +20% damage, +20%
    				 critical hit chance, stamina cost -30%, Health gain +50%,
    				 stamina gain +50%, +10% Rage
        - Volatile: Decreases the amount of rage required for Fury by 5%/10%/15%
        - Fiery Spirit: Chance of 5%/10%/15% to set enemies on fire during Fury.
        - Righteous Fire: Killing enemies with firearms gains +10%/20%/30% Rage.
    
    Guardian Angel: Fury lasts even longer and you can take out three enemies at
                    once. All team members get +30% damage, +30% critical hit
    				chance, -45% stamina cost, Health gain +100%, Stamina gain
    				+100%, +20% Rage points
    
    
                                o-----------------------------o
                                |            COMBAT           |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |   Blade Fighter   |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |     Vampire     |    Hard Knocks    |      Randori     |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |   Gender Wars   |    Maintenance    | Kick of Strength |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     | Firearms Training |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |ElementalAffinity|    Cold Rage      |      Executor    |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |   Wunderwaffe   |    Rapid Fire     |  Piercing Shots  |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |     Gun Kata      |
                                     o-------------------o
    
    Blade Fighter: Sharp weapons get +5% damage, -10% stamina cost, +1% critical
                   hit chance, and +5% damage on precise head hits.
        - Vampire: Kills gain +10%/20%/30% stamina
        - Hard Knocks: Melee damage +5%/10%/15%
        - Randori: Stamina cost when fighting groups of enemies decreased by
                   10%/20%/30%
    
        - Gender Wars: Increases damage against male zombies by 5%/10%/15%	
        - Maintenance: Melee weapon durability +10%/20%/30%
        - Kick of Strength: Kills with kicks gain 10%/20%/30% stamina
    
    Firearms Training: Guns get -10% reload time, +2% critical hit chance, +10%
                       accuracy, -10% recoil, and you can Stomp.
        - Elemental Affinity: Elemental duration +20%/40%/60%
        - Cold Rage: Kills increase critical hit chance by +4%/8%/12%
        - Executor: Critical hit chance with firearms +1%/2%/3%
    
        - Wunderwaffe: Modified firearms get +10%/20%/30% damage
        - Rapid Fire: Firearm reload time -10%/20%/30%
        - Piercing Shots: Increases bullet penetration chance by +10%/20%/30%	
    
    Gun Kata: Guns get -20% reload time, +3% critical hit chance, +20% accuracy,
              -20% recoil
    
                                o-----------------------------o
                                |          SURVIVAL           |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |    Boost Mood     |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |Opt. Maintenance |   Deeper Pockets  |     Picklock     |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |   Glory Hound   |   Conditioning    |Custom Maintenance|
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |   Boost Ambience  |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |    Recycler     |     Recovery      |    Providence    |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |  Second Chance  |      Jackpot      | Rain of Bullets  |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |    Boost Aura     |
                                     o-------------------o
    
    Boost Mood: Boosts skills related to damage, force, handling, or durability
                by +15% for everyone (including you) in aura range (5 meters)
        - Optimal Maintenance: Reduces repair cost by 10%/20%/30%	
        - Deeper Pockets: Increases the number of inventory slots by 2/4/6
        - Picklock: Allows opening of locks of level 1/2/3	
    
        - Glory Hound: Increases XP for kills and assists by +50%/100%/150%
        - Conditioning: Increases Stamina by +5%/10%/15%	
        - Custom Maintenance: Increases the durability of modified weapons by
                              +10%/20%/30%
    
    Boost Ambience: Boosts skills related to damage, force, handling, or
                    durability by +20% for everyone (including you) in aura
                    range (10 meters)
        - Recycler: You create +25%/50%/75% more bullets	
        - Recovery: Chance to not get interrupted after being hit while attacking
                    of 20%/40%/60%
        - Providence: Increases the number of bullets found in loot by 20%/40%/60%
    
        - Second Chance: Chance to be instantly revived after death of 10%/20%/30%
        - Jackpot: Chance to loot rare items +5%/10%/15%
        - Rain of Bullets: Increases the amount of ammo you can carry by +10/20/30
                           pistol rounds, +10/20/30 rifle rounds, and +5/10/15
                           shotgun rounds
    
    Boost Aura: Boosts skills related to damage, force, handling, or durability
                by +25% for everyone (including you) in aura range (15 meters)
    
    Purna Assessment: Once you start getting guns, Purna becomes very powerful.
    Purna players will eventually be able to pretty much always have ammo on them,
    allowing them to engage dangerous zombies from a safe distance - very useful
    for suiciders. Before guns, though, Purna will be a little underwhelming. But
    donít worry, guns are present for about 75% of the game.
    
    Guardian is absolutely essential, as Purnaís Fury allows her to attack with an
    unlimited ammo gun, making it especially powerful.
    
    Inspiring Kick would be useful if Purna werenít capable of keeping her ammo
    supplies high with other skills. As it is, itís rather underwhelming and simply
    not worth the skill points. Attack Formation isnít too useful, as the damage
    boost is modest, and Fury doesnít last all that long. Grim Inspiration is the
    way to go on this tier, as by Act II youíll be able to stick mostly to modded
    weapons, and the Rage gains are quite useful.
    
    Guardian Spirit is useful, and leads to more useful skills. Take it.
    
    Volatile is very useful, and especially useful in combination with Grim
    Inspiration. Fiery Spirit isnít useful, as Fury tends to cut things down long
    before burning damage will matter. Righteous Fire is amazing and should be
    invested in immediately.
    
    Guardian Angel is useful enough, and should be taken eventually.
    
    Blade Fighter is the gateway to a number of useful skills, take it. It also
    helps in the early game when you have no guns. 
    
    Vampire isnít that great, as once you get guns you wonít be using stamina. Hard
    Knocks isnít useful, as once again guns will be your focus, but Randori is even
    less useful, so take Hard Knocks to clear this underwhelming tier.
    
    Gender Wars boosts damage against male zombies, which seem to be about half of
    the common zombies, and many of the tougher zombies, making Gender Wars very
    useful. Maintenance, like other skills, doesnít help guns so it should be
    avoided; the same applies to Kick of Strength.
    
    Wunderwaffe is fantastic, as modded guns will eventually be fairly easy to come
    by, and the damage boost is pretty good. Rapid fire could be an eventual choice,
    but reload speeds are already pretty good so donít pick it until very late. 
    Piercing Shots is basically useless, as enemies never really line up and it
    doesnít even activate very often.
    
    Gun Kata is great and worth the mere one skill point.
    
    Boost Mood is useful and leads to more good skills, take it.
    
    Optimal Maintenance doesnít help guns, skip it (noticing a pattern here?).
    Deeper Pockets isnít really worth the points, as Purna doesnít need a whole
    lot of weapons to succeed. Picklock is the best option here, really, and
    parties should usually let Purna handle this skill. 
    
    Glory Hound is useless at endgame, and besides it will cause you to outlevel
    your party mates, which makes the game a bit unfun as you force higher level
    enemies on your friends. Conditioning doesnít help guns. Custom Maintenance
    doesnít help guns either, but weíre out of options on this tier so pick
    Conditioning or Custom Maintenance as you like.
    
    Take Boost Ambience.
    
    Recycler is going to help out massively, take it as soon as you can make ammo.
    Recovery would be useful on a character that focused on melee, but Purna does
    not do so, so skip it. Providence isnít too useful, since enemies with bullets
    appear in packs or not at all, and thus drop enough ammo to fill you up, or
    youíre stuck making your own.
    
    Second Chance just isnít that useful, as there are better skills, and the
    chances are just too low. Jackpot I guess you could use, but itís hard to
    justify taking Jackpot first, over other, more useful skills. Rain of Bullets
    is incredibly useful and should be prioritized.
    
    Take Boost Aura once you take some other, higher priority skills.
    
    Purna Recommendation:
    
    Guardian 1 (1)
    Grim Inspiration 3 (4)
    Guardian Spirit 1 (5)
    Volatile 3 (8) 
    Righteous Fire 3 (11)
    Guardian Angel 1 (12)
    Blade Fighter 1 (13)
    Hard Knocks 3 (16)
    Gender Wars 3 (19)
    Wunderwaffe 3 (22)
    Rapid Fire 3 (25)
    Gun Kata 1 (26)
    Boost Mood 1 (27)
    Picklock 3 (30)
    Conditioning 3 or Custom Maintenance 3 (33)
    Boost Ambience 1 (34)
    Recycler 3 (37)
    Rain of Bullets 3 (40)
    Boost Aura 1 (41) 
    
    This leaves you with 8 skill points to play around with, 11 if someone else is
    handling Picklock for some reason. Spend your spare points as you like. Ammo is
    a concern with Purna, so make sure you know where people with guns spawn so you
    can wait for them to reappear (I assume planeswalkers summon them, then leave
    them behind when their duels are over) so you can kill them and take their
    ammo. Also make sure to buy up metal scrap and bleach if vendors are selling it,
    as it will facilitate ammo production. Iíd also recommend carrying a stack of
    Deo-bombs, as theyíre great for Rams and Thugs, who both spend enough time not
    moving much to make the bombs effective. Also, keep in mind that your Fury can
    restore some or even all of the teamís health, so itís a greater tool in
    emergencies than other Fury skills.
    
    o---------------------------------o
    | Xian - Sharp Weapons            |
    o---------------------------------o
    
    Xian Mei is a police officer from Hong Kong. Her father inspired her to be a
    police officer, but she also wanted to see the world despite Chinaís
    repressive government. Thus, she sought a job working in foreign countries
    for the government. Banoi was her first posting. She was stuck working as a
    receptionist, but was helping a (likely) infected woman the night of the
    outbreak.
    
    --- Attributes ---
    
    Health: 90
    Speed: 100
    Stamina: 100
    
    Iím going to assume these are as percentages of a base value. It certainly
    seems that way. Iím not entirely sure why Speed is there, as everyone
    has 100 speed.	
    
    --- Skills ---
    
    In case you canít figure out how these skill trees (maybe tree isnít the best
    term) work, look back up above this. Below each tree will be a brief
    explanation of each skill in the tree.
    
                                o-----------------------------o
                                |             FURY            |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |     Bloodrage     |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |Assassinís Guile | Grim Inspiration  |  Lightning Moves |
                   o-----------------o-------------------o------------------o
    
                                     
                                     o-------------------o
                                     | Boiling Bloodrage |
                                     o-------------------o
    
                  o-------------------o------------------o------------------o
                  |     Volatile      | Flowing Strikes  |      Rerage      |
                  o-------------------o------------------o------------------o
    
                                     o-------------------o
                                     | Burning Bloodrage |
                                     o-------------------o
    
    Bloodrage: Allows you to use Xianís Fury, wherein she pulls out a sweet
               knife and you can furiously slash without using stamina, doing
               terrible, terrible damage.
        - Assassinís Guile: Increases maximum health when Fury is active by
                            30/60/90.
        - Grim Inspiration: Sharp weapon kills generate +6%/12%/18% Rage.
        - Lightning Moves: Fury movement speed +33%/66%/99%
    
    Boiling Bloodrage: Fury lasts longer and does more damage.
        - Volatile: Amount of Rage needed for Fury -5%/10%/15%
        - Flowing Strikes: Critical kills generate +27%/54%/81% Rage.
        - Rerage: Chance of 10%/20%/30% to restore 20% of Rage after Fury ends.
    
    Burning Bloodrage: Fury lasts even longer and does even more damage.
    
                                o-----------------------------o
                                |            COMBAT           |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |   Blade Fighter   |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |  Flying Strike  |   Flawless Blade  |   Maintenance    |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |     Backstab    |    Effortless     |   Deep Wounds    |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |   Sharp Expert    |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |  Serrated Blade |  Tellings Blows   |    Poisonous     |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   | Stroke of Luck  |     Pressure      | Master Assassin  |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |    Blade Master   |
                                     o-------------------o
    
    Blade Fighter: Sharp weapons get +5% damage, -10% stamina cost, +1% critical
                   hit chance, +5% damage on precise head hits.
        - Flying Strike: Attacking with sharp weapons while jumping does
                         +33%/66%/99% damage.
        - Flawless Blade: Increases damage with sharp weapons +5%/10%/15%
        - Maintenance: Increases durability of sharp weapons by 10%/20%/30%
    
        - Backstab: Increases damage on attacks from behind by 20%/40%/60%
        - Effortless: Decreases stamina cost with sharp weapons by 10%/20%/30%
        - Deep Wounds: Chance of 10%/20%/30% on critical hit to inflict bleeding.
    
    Sharp Expert: Sharp weapons get +5% damage, -10% stamina cost, +2% critical hit
                  chance, precise head hits get +10% damage, and you can Stomp
    			  downed foes.
        - Serrated Blade: Increases bleeding duration by 30%/60%/90%
        - Telling Blows: Critical hit chance with sharp weapons +4%/8%/12%
        - Poisonous: Poison duration +15%/30%/45%
    
        - Stroke of Luck: Instant kill chance with sharp weapons 1.5%/3%/4.5%
        - Pressure: Critical hit chance when enemy is below 50% health +3%/6%/9%
        - Master Assassin: Increases bleeding and poison damage by 20%/40%/60%
    
    Blade Master: Sharp weapons get +5% damage, -5% stamina cost, +5% critical hit
                  chance, +15% damage against fallen enemies, Stomp can be used
                  without Stomping.
    
    
                                o-----------------------------o
                                |          SURVIVAL           |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |    First Aid      |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   | Life Insurance  |      Vampire      |     Spectre      |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   | Deeper Pockets  |     Picklock      |    Endurance     |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |  Field Medicine   |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |   Choice Cuts   |     Merchant      |      Combo       |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |      Rally      |Custom Maintenance |   Equal Chances  |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |  Surgeon General  |
                                     o-------------------o
    
    First Aid: Medkits are 25% more effective.
        - Life insurance: Fee for dying -15%/30%/45%
        - Vampire: Kills gain +10%/20%/30% stamina
        - Spectre: Threat Factor -5%/10%/15%
    
        - Deeper Pockets: +2/4/6 inventory size
        - Picklock: Pick level 1/2/3 locks
        - Endurance: Stamina regeneration rate +15%/30%/45%
    
    Field Medicine: Medkits are 50% more effective
        - Choice Cuts: XP reward for severing limbs x2/x3/x4
        - Merchant: Item buy price -10%/20%/30%
        - Combo: Kills within 5 seconds of each other get +10%/20%/30% XP
    
        - Rally: Increases stamina regeneration when below 50% health by
                 15%/30%/45%
        - Custom Maintenance: Increases durability of modified weapons by
                              10%/20%/30%
        - Equal Chances: No penalty for fighting enemies 1/2/3 level(s) higher
    
    Surgeon General: Medkits are 75% more effective.
    
    
    
    Xian Assessment: Bloodrage is necessary for a number of useful skills, and
    Fury is just useful anyway, take it. Assassinís Guile is just underwhelming,
    you lose the health when Fury ends, and Fury lets you kill most things quite
    quickly anyway, so skip it. Grim Inspiration lets you get to Fury more quickly
    so take it. Lightning Moves lets you reach (and thus kill) more enemies while
    in Fury, but itís not a high priority skill, so take it at some point.
    
    Take Boiling Bloodrage and Volatile. Flowing Strikes is too unreliable to be of
    high priority, but the bonus is quite large, so it could be taken at some
    point. Rerage isnít terribly useful, and actually becomes less useful when you
    take the more useful skill Volatile. Burning Bloodrage makes Xianís Fury last
    quite a while, and do even more damage, so it is well worth it.
    
    Blade Fighter, like any general weapon skill, is worth it every time. Flying
    Strike doesnít really increase damage over time, because it forces you to use
    more stamina, so itís not really recommended. Flawless Blade is a straight
    upgrade, take it. Maintenance should be taken at some point to reduce the need
    for workbenches and save money.
    
    Backstab can be useful for Thugs, Floaters, and... thatís about it. Suiciders
    you donít want to get near, Butchers are too quick, and maneuvering around in
    large groups of zombies is too hard and small groups donít necessitate even
    more damage, so Backstab can be skipped. Effortless is probably the best skill
    in this tier, so I recommend it. Deep Wounds isnít too reliable, as first you
    have to crit, THEN you must get lucky again, so Iíd skip it too.
    
    Sharp Expert is very useful, since it gives you Stomp, plus all those sweet,
    sweet sharp weapon bonuses. Serrated Blade is useful enough once you start
    getting weapons that cause Bleeding, but youíd need to build Xian with a focus
    on bleeding. Telling Blows is the choice in this tier if you arenít focusing
    on bleeding or poison. Poisonous is useful if you want a poison-focused build.
    
    Stroke of luck just isnít significant enough, given that you need to hit an
    enemy 15 times to get a 50% of the instant kill (on level three, no less).
    Pressure isnít too useful, as you need to have an enemy half dead to get any
    benefit, making it essentially useless against common zombies, and only
    marginally useful against tougher zombies. Master Assassin helps both poison
    and bleeding builds, and is a good reason to do such a build, as it gives you
    a decent path to Blade Master (which you should absolutely take).
    
    Iím honestly not sure if ANY of Xianís Survival skills are worth it. The
    convergence skills are garbage, medkits are an expensive, space consuming way
    to heal, and not terribly enticing, given how common healing items are across
    Banoi. Life Insurance is junk, you should generally spend your money instead
    of hoarding it for no reason. Vampire is okay, but Xian has a lot of other
    skills that help her stamina usage/regeneration. Spectre is vague, and the
    numbers arenít too compelling, and itís useless if youíre playing alone.
    
    Deeper Pockets can be a decent way to make money, but 12 inventory space is
    room for 7 weapons, 2 stacks of medkits, a gun, Deo-bombs and a free space for
    whatever. Picklock is probably best left to Purna players, but if youíre
    playing alone and have gotten to this tier, I guess you could take it if you
    demand loot (but the best loot is usually from quests). Endurance would be
    useful if stamina didnít regnerate fairly quickly as it is.
    
    Field Medicine is still junk. Severing a limb gives about 20 XP. Quests give
    XP by the thousands, so Choice Cuts is a drop in bucket. Merchant is of little
    use, as weapons are the expensive stuff to buy, and vendors donít usually have
    the best weapons. Combo is useless at endgame, and nearly useless, as common
    zombies give little XP and itís hard to kill a tough zombie within 5 seconds of
    killing another zombie.
    
    Rally isnít terribly useful, as you have to be hurt to use it, and you tend
    to compulsively heal - and if youíve gotten this far, Xian can heal herself
    with medkits 50% better. Custom Maintenance is moderately useful, but itís
    buried under lots of bad skills. Equal Chances isnít that good, as zombies are
    not often above your level. Surgeon General is more effective than Xianís other
    convergence skills, but buried under so many bad skills that the cost is almost
    impossible to justify.
    
    Xian Recommendation:
    
    Bloodrage 1 (1)
    Grim Inspiration 3 (4)
    Lightning Moves 3 (7)
    Boiling Bloodrage 1 (8)
    Volatile 3 (11)
    Burning Bloodrage 1 (12)
    Blade Fighter 1 (13)
    Flawless Blade 3 (16)
    Maintenance 3 (19)
    Effortless 3 (22)
    Sharp Expert 1 (23)
    Serrated Blade 3 (26)
    Telling Blows 3 (29)
    Poisonous 3 (32)
    Master Assassin 3 (35)
    Blade Master 1 (36)
    
    Given the poor quality of Xianís survival tree, you have so many points that
    you could build her with a focus on bleeding AND poison. Make sure to mod her
    weapons so that they cause these, otherwise the points will be wasted. My
    build leaves you 13 points to spend as you like, so Xian is a bit more free
    form than the other characters. With Xian, you should use your Fury often, as
    she  builds it pretty quickly with Burning Bloodrage it lasts quite a long
    time, and Lightning Moves lets you reach a lot of zombies, who will fall quickly
    to Xianís hidden blade. Keep your eye out for sidequests giving out bladed
    weapons - especially a wazikashi or katana, as they have huge power - and be
    sure to carry a gun for Suiciders.
    
    o---------------------------------o
    | Sam B - Blunt Weapons           |
    o---------------------------------o
    
    Sam B is a rapper from New Orleans. Specifically, Sam is a one-hit-wonder, his
    single claim to fame being the song ďWho do you voodoo?Ē When it was released,
    he had more money than he knew what to do with, and spent too much of it. When
    the hits didnít keep coming, he went back to being poor and was forced to go
    around the world performing his one hit to scrape together a decent living. He
    is in Banoi hoping to convince the rich and powerful people to help him get his
    career back on track with new material.
    
    --- Attributes ---
    
    Health: 110
    Speed: 100
    Stamina: 90
    
    Iím going to assume these are as percentages of a base value. It certainly
    seems that way. Iím not entirely sure why Speed is there, as everyone
    has 100 speed.	
    
    --- Skills ---
    
    In case you canít figure out how these skill trees (maybe tree isnít the best
    term) work, look back up above this. Below each tree will be a brief
    explanation of each skill in the tree.
    
                                o-----------------------------o
                                |             FURY            |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |     Haymaker      |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |   Feel No Pain  | Grim Inspiration  |Sticks and Stones |
                   o-----------------o-------------------o------------------o
    
                                     
                                     o-------------------o
                                     |  Greater Haymaker |
                                     o-------------------o
    
                  o-------------------o------------------o------------------o
                  |     Volatile      |    Smash Hit     |    Painkiller    |
                  o-------------------o------------------o------------------o
    
                                     o-------------------o
                                     |Incredible Haymaker|
                                     o-------------------o
    
    Haymaker: Allows Sam B to use his Fury, where he attacks with powerful
              punches (these are much more powerful than normal fist attacks,
              because Sam B enchants his fists with magic during Fury).
        - Feel No Pain: Reduces damage taken during Fury by 10%/20%/30%
        - Grim Inspiration: Killing enemies with blunt weapons generates
                            +6%/12%/18% Rage.
        - Sticks and Stones: Receiving damage has a 5%/10%/15% chance of gaining
                             Rage.
    
    Greater Haymaker: Fury lasts longer and each punch sends enemies into the air.
        - Volatile: Decreases the Rage required for Fury by 5%/10%/15%
        - Smash Hit: Smashing enemiesí heads with blunt weapons generates
                     +20%/40%/60% Rage.
        - Pain Killer: Each Fury kill regains 3%/6%/9% health.
    
    Incredible Haymaker: Fury lasts even longer and enemies can be sent flying
                         away.
    
                                o-----------------------------o
                                |           COMBAT            |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |    Heavy Hitter   |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |   Devastation   |    Effortless     |    Maintenance   |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |    Lights Out   |      Tackle       | Exploit Weakness |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |    Blunt Expert   |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |  Hammer Blows   |     Big Stick     |  Powerful Impact |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   | Critical Impact |    Aimed Shots    |  Telling Blows   |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |    Earthshaker    |
                                     o-------------------o
    
    Heavy Hitter: Blunt weapons get +5% damage, -10% stamina cost, +1% critical
                  hit chance, +5% damage on heads
        - Devastation: Blunt weapons get +3%/6%/9% damage and +10%/20%/30%
                       damage.
        - Effortless: Blunt weapons use -10%/20%/30% stamina.
        - Maintenance: Blunt weapons get +10%/20%/30% durability.
    
        - Lights Out: Increases enemiesí KO time by 2s/4s/6s (s = seconds)
        - Tackle: Ability to tackle your enemies/Knock them to the ground/Tackle
                  stamina cost -50%, you can ram through locked doors.
        - Exploit Weakness: Critical hit chance +2%/4%/6% when enemyís stamina
                            is below 50%.
    
    Blunt Expert: Blunt weapons get +5% damage, -10% stamina cost, +2% critical
                  hit chance, +10% head damage, you can Stomp.
        - Hammer Blows: Chance to cause instant KO with blunt weapons of
                        10%/20%/30%
        - Big Stick: Two-handed weapon damage +2%/4%/6%
        - Powerful Impact: Modified blunt weapon damage +2%/4%/6%
    
        - Critical Impact: Critical hit chance with modified blunt weapons
                           +3%/6%/9%
        - Aimed Shots: Firearms damage +5%/10%/15%
        - Telling Blows: Critical hit chance with blunt weapons +1%/2%/3%
    
    Earthshaker: The ground trembles with the force of your strikes (not sure if
                 this means anything), Blunt weapons get +5% damage, -10% stamina
                 cost, +3% critical hit chance, Stomp can be used without stopping,
                 You can use a special attack to instantly knock out your enemy.
    
                                o-----------------------------o
                                |           SURVIVAL          |	
                                o-----------------------------o
    
                                     o-------------------o
                                     |    Recuperation   |
                                     o-------------------o
                                      
                   o-----------------o-------------------o------------------o
                   |  Money Magnet   |    Motivation     |      Decoy       |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |     Hardened    |     Picklock      |  Deeper Pockets  |
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |   Regeneration    |
                                     o-------------------o
    
                   o-----------------o-------------------o------------------o
                   |   Bone Breaker  |    Bulletproof    |      Backfire    |
                   o-----------------o-------------------o------------------o
    
                   o-----------------o-------------------o------------------o
                   |    Last Stand   |       Fence       |Custom Maintenance|
                   o-----------------o-------------------o------------------o
    
                                     o-------------------o
                                     |      Rebirth      |
                                     o-------------------o
    
    Recuperation: Regenerate 10% of max health per minute.
        - Money Magnet: Increases amounted of looted money by 10%/20%/30%
        - Motivation: Chance of 10%/20%/30% to turn incoming damage into
                      stamina boost.
        - Decoy: Threat Factor +10%/20%/30% (more likely to attract enemy
                 attention)
    
        - Hardened: Melee damage received -5%/10%/15%
        - Picklock: Allows opening of level 1/2/3 locks.
        - Deeper Pockets: +2/4/6 inventory slots
    
    Regeneration: Regenerate 15% of max health per minute.
        - Bone Breaker: XP bonus for breaking bones x2/3/4
        - Bulletproof: Bullet damage received -6%/12%/18%
        - Backfire: Enemies receive 100%/200%/300% damage for knocking you down.
    
        - Last Stand: Damage received when health is below critical level
                      -20%/40%/60%
        - Fence: Item sell price +10%/20%/30%
        - Custom Maintenance: Durability of modified weapons +10%/20%/30%
    
    Rebirth: Regenerate 20% of max health per minute.
    
    Sam B Assessment:
    
    Haymaker, like every Fury skill, is useful. Feel No Pain is not so useful,
    since you tend to kill everything quickly during Fury, and Fury doesnít last
    all that long anyway. Grim Inspiration is quite useful, since Fury is useful.
    The chances on Sticks and Stones arenít really high enough to justify the use
    of precious skill points, especially since you typically want to avoid taking
    damage.
    
    Greater Haymaker is also useful, as longer Fury lets you do more. Volatile,
    like Grim Inspiration, lets you use Fury more, which is always a good thing.
    Smash Hit, while generating significant Rage gains, is up to your playstyle.
    If you have the patience to smash heads with your blunt weapons instead of
    using Stomp, go for it; it will cost you a bit more money, though, so keep
    that in mind. Pain Killer just doesnít generate much health - at level 3, you
    would need a group of six zombies (all of which YOU kill) to generate more
    than 50% of your health. Granted, you do at least tend to use Fury on large
    groups, so at least it doesnít run counter to usual tactics. Incredible
    Haymaker is useful, go for it.
    
    Heavy Hitter, like all the weapon covergence skills, is useful, take it. Now,
    hereís a first: all three skills on this tier are worth considering. I would
    definitely take Devastation, as knocking zombies down is useful, and +9%
    damage will help make you a bit more effective. Effortless can result in some
    significant stamina savings - useful considering Sam B has less than the ladies
    and blunt weapons tend to have poor handling. Maintenance will save money and
    make you more effective overall, as your weapons will have an overall longer
    life between repair benches (which arenít everywhere).
    
    For the second Combat tier, I would recommend avoiding Lights Out, as KOs
    arenít that useful when you can just Stomp heads. That said, Lights Out can
    be taken if Tackle isnít your style. Exploit weakness only works on enemies
    that are halfway to the grave, and doesnít boost critical chance by a lot
    considering itís conditional. Take Blunt Expert, though, itís good.
    
    Hammer Blows is most useful with Lights Out, donít take one without the other.
    Big Stick and Powerful Impact are sadly lacking in the magnitude of their
    boosts, but we need to take something to get to the next tier. Take whichever
    skill(s) in this tier best suit your playstyle. 
    
    Critical Impact also has underwhelming numbers, not even reaching 10%, but it
    is three times that of Telling Blows, so itís the better choice. Aimed Shots
    is okay, but you wonít be focusing on guns as Sam B. Still, we need something
    to get to Earthshaker.
    
    Recuperation is quite useful, although youíd need a full 9 minutes to heal
    from a critical injury (you canít have 0% health, and the last block of health
    rapidly regenerates for all characters). Still, itís useful enough and unlocks
    more useful skills. Money Magnet isnít useful, take Maintenance instead and
    youíll essentially spend less, which is the same as earning more, and also
    be better at combat (over time) to boot. That said, this tier is a bit bad.
    Motivation involves taking damage to get your rewards, which isnít the best
    strategy. Decoy is probably the best bet here, but itís not that great either.
    
    In the next Survival tier, though, we have a great skill in Hardened. Being
    able to reduce the most common type of damage by 15% is quite good. Picklock
    is not necessary to open the next tier if you take Hardened, so leave that to
    Purna. Deeper Pockets is up to you.
    
    Regeneration is useful, and unlocks more useful skills. Bonebreaker gives a
    multiplier to what is a paltry source of experience, so skip it. You WILL take
    damage pretty much whenever you engage gun wielding enemies, so Bulletproof is
    a worthwhile skill. Thugs are the only enemies that will commonly knock you
    down, so I recommend avoiding Backfire, as itís only useful against a single
    enemy type.
    
    Last Stand isnít too useful, as at the critical level youíre nearly dead
    anyway, so reduced damage isnít going to make you last much longer. Fence
    could be useful, but you donít often sell valuable things. Custom Maintenance
    essentially boosts your money total too, and is probably the better option if
    you want Rebirth.
    
    Rebirth is okay, but getting to it requires some unappetizing sacrifices, so
    donít dump skill points to get it.
    
    Sam B recommendation:
    
    Haymaker 1 (1)
    Grim Inspiration 3 (4)
    Greater Haymaker 1 (5)
    Volatile 3 (8)
    Incredible Haymaker 1 (9)
    Heavy Hitter 1 (10)
    Devastation 3 (13)
    Effortless 3 (16)
    Maintenance 3 (19)
    Tackle 3 (22)
    Blunt Expert 1 (23)
    Big Stick 3 (26)
    Powerful Impact 3 (29)
    Earthshaker 1 (30)
    Recuperation 1 (31)
    Decoy 3 (34)
    Hardened 3 (37)
    Regeneration 1 (38)
    Bulletproof 3 (41)
    
    With Sam B, you should focus on using two-handed blunt weapons. You will deal
    a lot of damage, and should probably stay at the front of the party. Make sure
    to ask your fellow players if they plan to use grenades, as those can hurt you.
    My build doesnít do much for tanking besides Decoy and Hardened, so it could
    be useful to have a stack of medkits on you. 
    	
         
         Dead Island   /---------------------------------------------------------o
       -------o--------\                   Combat & Stamina                      |
           (B0003)      \--------------------------------------------------------o
    
    Combat is where youíll spend a lot time in Dead Island. There are zombies
    everywhere, and killing them is never a permanent solution - more will always
    come.
    
    To do almost anything to zombies in Dead Island, youíll need to spend stamina.
    Stamina is represented on-screen by a blue bar that pops up when youíre not
    at maximum stamina, indicating how much you have left. When your stamina is
    depleted, youíll attack very slowly, and wonít be able to sprint.
    
    Stamina is spent by attacking with weapons in melee (shooting a gun and
    throwing a weapon do not use stamina), including the fists. Jumping, kicking
    while jumping, and sprinting also use stamina. Kicking while on the ground,
    however, does not use stamina, and thus kicking will be an extremely useful
    ability.
    
    Zombies have to visible bars when youíre looking at them: a red bar that
    indicates their health level, and a yellow bar that, as far as I can tell,
    is basically their stamina. Zombies fall over (usually) when their yellow bar
    is empty.
    
    Some skills mention increasing or decreasing threat (Sam B can increase his,
    Xian Mei can decrease hers). Iím not entirely sure whether this impacts the
    range at which zombies engage, or how they prioritize attacking groups of
    players. Help with this issue would be appreciated.
    
    When confronting small numbers (<4) of zombies, I recommend you stick to
    kicking. Kicking is extremely effective because it rapidly knocks most zombies
    down, allowing you to ignore them for a few seconds, or finish them off without
    taking damage. A single Walker is no match for well-timed kicks, and even if
    more zombies come, youíll have full stamina to deal with them. Kicking is
    bound to E by default. You can also perform a jump kick by kicking while in
    midair, which will knock down any Walker or Infected, using about half your
    stamina.
    
    The reasons I recommend using kicks exclusively for small groups are threefold.
    Firstly, kicks do not use stamina, allowing you to be ready for more, or to
    sprint more often. Secondly, weapons wear out very quickly in Dead Island, so
    you want to conserve their durability as much as possible. Lastly, kicking an
    enemy down to the ground and then using the Stomp skill can actually be faster
    than tearing into them with a weapon.
    
    When facing four or more zombies at once, I recommend you start off using your
    weapon. Once you knock some down, suppress them with kicks. Two players should
    be able to handle even large groups of Walkers/Infected with these methods,
    and once someone gets the Stomp skill, Walkers will basically become
    irrelevant.
    
    If two or more zombies are near each other, weapons that you swing (most blunt
    weapons, some bladed weapons) will be able to hit multiple zombies. If you see
    tightly grouped zombies, try to hit them all.
    
    Iíve mentioned the Stomp skill several times thus far, but havenít explained
    it. The Stomp skill is acquired in the Combat tree, on the second convergence
    skill (itís not the only thing youíll get from that skill). Once acquired, it
    will allow you to execute a Stomp on downed zombies when aiming at the head.
    It can be disrupted if the zombie is about to get up, and takes a few seconds,
    but itís a guaranteed kill if it hits.
    
    Occasionally, youíll get critical hits on attacks, or even sever or cripple
    limbs. A critical hit is simply a hit that randomly does more damage. Several
    skills can increase the chance of scoring critical hits on various types of
    attacks, but critical hits are still random. Severing a limb requires a sharp
    weapon (indicated by a knife when looking at the weapon), crippling one
    requires a blunt weapon. Since youíre mostly fighting zombies, severing or
    crippling a limb doesnít really seem to do anything. I havenít been able to
    sever both arms on a zombie without killing it, though, so Iím not sure if
    thereís much point to damaging limbs.
    
    	   
         Dead Island   /---------------------------------------------------------o
       -------o--------\                    Types of Zombies                     |
           (B0004)      \--------------------------------------------------------o
    
    In Dead Island, you donít fight just zombies. That said, youíll be fighting
    mostly zombies, so the title of this section is still pretty much valid.
    Anyway, letís go over the types of enemies youíll fight in DI.
    
    Walker: The most basic type of zombie, walkers arenít very dangerous. They are
    only dangerous is groups of four or more. They donít move too quickly, attack
    for about 10% of max life of damage, and occasionally wield weapons, which do
    a bit more damage. Walkers have a special attack where they get up in your face
    and force you to hit left mouse then right mouse to shake them off. This is
    probably disorienting the first time, but after that you realize youíre hitting
    left mouse often when near zombies, and just need to take a moment of that
    button to hit right mouse.
    
    There are a wide variety of Walkers, some having more reach, more health, armor
    on some body parts (making those parts more durable), weapons, or toxic fumes
    that will poison the player at close ranges and causes fire modded weapons to
    kill them in one hit.
    
    When dealing with just walkers, you can usually kick them down to the ground
    and finish them with kicks if youíve got the time, or weapons/stomp if you want
    to speed things up. Purna players shouldnít waste bullets on Walkers, just use
    kicks or sharp weapons.
    
    Infected: Infected are basically enhanced Walkers. They are dangerous in groups
    or with Walkers, but not alone or in pairs. They can do about 25% per hit, and
    will rapidly kill you if youíre not prepared. They are also much quicker than
    Walkers, and make a distinct screaming sound before they approach. However, they
    still approach very rapidly and can cause severe damage. Infected have a bit
    less health than Walkers.
    
    To deal with Infected, kick them, then rapidly finish them with stomps or
    weapons. If that doesnít work well for you, then try using your good weapons
    on them. Still, a stiff kick will stop their charge and generally save you
    health.
    
    Humans: There are several non-zombie enemies in Dead Island, but theyíre
    functionally identical as far as I can tell. At first theyíll be armed with
    pistols, then later shotguns and rifles. At first youíll have to charge up and
    attack them, but then you can acquire their guns and start shooting them. In
    general, you should shoot humans, as youíll take too much damage otherwise.
    
    The Thug: A large, powerful zombie capable of knocking players down and even
    killing them easily if theyíre not careful. Thugs have a distinctive roar that
    youíll learn to recognize. Thugs move slowly and attack somewhat clumsily, and
    will disengage combat if you just walk a decent distance away. However, they
    typically guard important items or areas so avoidance isnít always an option.
    
    Thugs should either be engaged from a distance or from behind. They have a lot
    of health, so guns/throwing will likely run out of ammunition, but since they
    move so slowly, you can easily shoot them in the head for about 25% more damage.
    When engaging in melee, get behind the Thug, and then attack while strafing.
    This is far from foolproof and will require some dodging. Donít expect to not
    get attacked; be ready to back off or use jump while strafing to execute a
    quick dodge maneuver.
    
    The Suicider: The Suicider is a zombie covered in large abscesses that makes a
    plea for help (or perhaps just death) and is capable of exploding violently.
    The Suiciderís explosion damages both players and enemies, making it a possible
    tool for taking out packs if they happen to show up near the Suicider. If you
    get too close to a Suicider, it will begin the process of exploding. You have a
    little time to escape, and should do so. When you kill the Suicider, it also
    explodes.
    
    Obviously, you should engage Suiciders from a distance. You wonít encounter
    them until Act II, so you shouldnít have to deal with more than three of them
    before you acquire guns. Once you acquire guns, save ammo for Suiciders unless
    youíre playing Purna. A Suicider will usually go down in about a clip from a
    pistol of average power for your level.
    
    The Ram: The Ram is a huge zombie in a straitjacket that, as the name implies,
    tends to charge at players. Like a Demoman in booties, he can change directions
    to a noticeable degree. Players will take severe damage from the charge. The
    Ram is also capable of kicking if you stay close to it too long after a charge.
    
    The Ram is dangerous, but fairly simple to defeat. You simply put some distance
    between the two of you, let him charge, dodge (by hitting jump while moving
    sideways), and hit him 3-6 times, depending upon your weapon speed, and then
    back off and repeat. He wonít do anything while youíre near him at first, so
    you usually have a chance to aim for his head to do a bit of extra damage.
    
    The Floater: The Floater is a large, corpulent zombie covered in a shiny
    membrane. It is capable of spitting a dangerous goo on the player that
    causes damage and impairs vision. If the vomit hits zombies, it will cause
    them to be vulnerable to fire weapons.
    
    The Floater isnít all that dangerous. The vomit does considerable damage, but
    is very easy to dodge by circle-strafing around the Floater. Strafing around
    the Floater also lets you get to its (large) backside, where you should begin
    striking. Attack it, strafing around to remain behind it (itís slower than the
    Thug), until it falls.
    
    In the Jungle, many pools of water will have Floaters in them. If you notice
    them before they get up, kick them back down and then Stomp them for an easy
    kill. Their head wonít get smashed like other zombies, and the damage will
    appear to be too little to kill them, but theyíll be defeated.
    
    The Butcher: The Butcher is a skeletal zombie with long hair and no hands,
    instead the bones of his forearms have been ground down to sharp points. The
    Butcher attacks very quickly and can kill a player in under five seconds. The
    Butcher also moves quickly, and will rapidly close on you.
    
    Guns are the best option for the Butcher, obviously. Failing that, swarm it
    with every player in the party and have one player constantly kick while the
    others attack with their best weapons.
      
         Dead Island   /---------------------------------------------------------o
       -------o--------\                Items, Weapons, and Inventory            |
           (B0005)      \--------------------------------------------------------o
    
    There are two main types of items in Dead Island: Weapons and Ingredients.
    Weapons are (mostly) used to cause damage, but also include alcohol and
    medkits. Alcohol is used to make molotovs and for a lot of quests, but is
    classed as a weapon for some reason. Ingredients are used to create recipes,
    and sometimes for quests. You can hold a total of 12 Weapons (increased by
    taking ranks in the Deeper Pockets skill) and an unlimited number of
    Ingredients.
    
    Weapons come in three types: Sharp, Blunt, and Firearm. Sharp weapons have a
    little knife icon next to them, Blunt weapons have a little hammer icon, and
    firearms have a little gun icon. Each character can take skills that improve
    a category of weapons (Purna and Logan have multiple specializations
    categories).
    
    Weapons have four fairly simple attributes, and two possible special bonuses.
    The four attributes are Damage, Force, Durability, and Handling. Damage,
    obviously, indicates how much damage a weapon will do. Force indicates how
    likely a weapon is to knock and enemy down on a hit. Durability indicates
    the speed at which a weapon will wear down (higher durability means more
    hits). Handling indicates how much stamina a weapon uses (higher Handling
    means more swings).
    
    The two bonuses are elemental damage and critical chance. These are gained
    by modifying a weapon, which can be done at a workbench with the right
    weapon, ingredients, and some cash. These things will be indicated to the
    right of the regular attributes, with elemental type above extra crit chance.
    
    Weapons must be maintained, and can be upgraded. To upgrade or repair a
    weapon, go to one of the many workbenches scattered across Banoi. Weapons have
    a condition indicated by a percentage, and an upgrade level from 1 to 4, 4
    being the highest. Repairing and upgrading both cost money, and will be your
    primary expense. It should be noted that guns do NOT need to be maintained,
    but you do require ammo for them, which is basically the same thing. Throwing
    a weapon does not deplete its condition (nor does it use stamina).
    
    Weapons will eventually begin to do less damage as their condition gets low. I
    have not noticed any performance drop off until about 15%, at which point
    things drop off a cliff. Weapons will rapidly do less and less damage
    (starting at about 33% damage and getting rapidly worse) and then hit 0%
    condition and be unusable until repaired. Youíll need to repair weapons very
    often, as condition decreases at a fairly ridiculous rate. For this reason, I
    recommend carrying at least five decent weapons on you, and saving a top-notch
    one for dangerous zombies. Having a gun for Suiciders and Humans would also be
    quite useful (Purna players should have several guns to inflate total ammo
    carried).
    
    Ingredients are fairly simple and, since you have unlimited space for them,
    should be taken no matter what - thereís all sorts of recipes in this game,
    which use pretty much everything in the game. I would avoid selling
    ingredients, since they donít sell for much and can come in handy for both
    quests and crafting.
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                      Map & Navigation                   |
           (B0006)      \--------------------------------------------------------o
    
    You have two maps. The main map, which can be accessed by hitting M. You can
    click and drag your way around this map by right clicking, and set a waypoint
    with left click. Every single icon on the map is explained to the right of
    the map, so I wonít explain them here. Sections of this map with a green tinge
    mean you have not explored that section yet. You can mouse over something to
    get more details about it, like seeing what quest(giver) it is. A red icon
    means it pertains to your current quest.
    
    Your other map is the minimap, which is in the bottom right of the screen. It
    often has what I call a ďquest lineĒ, a white dashed line that leads to an
    objective on your tracked quest. You can track a quest by double clicking on
    it on the screen. Nothing really appears to happen, and the Track Quest button
    is permanently grayed out, but it works.
    
    O============================================================================O
    |                                 Main Quest                         (C0000) |
    O============================================================================O
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\               Prologue: Rise and Shine                  |
           (C0001)      \--------------------------------------------------------o
    
    You must do the Prologue by yourself - you canít do co-op. Donít worry, itís
    short and simple.
    
    You wake up in a seemingly abandoned hotel, aside from some distressed screams
    in the distance. Immediately to your left is your roomís exit, but take a very
    brief detour left to the bathroom and grab the medkit. You can never have too
    many of those. Follow the white dotted line on your minimap, stopping to loot
    the luggage for some cash. Luggage you can loot will have a pair of gears and
    directions for opening it. Be sure to grab the loot, not just open the things.
    
    After following the path for a bit, youíll encounter a door you can bust down.
    Reference Part B, Section 1 for busting down doors if you need help. After
    that, follow the guide to a barricaded door you can do nothing about, ĎUseí
    it, and then follow the path to the elevator lobby. Be sure to loot all the
    luggage here, thereís quite a bit of stuff to be had. When youíre done, head
    over to the elevator shaft, open the hatch (hold the Use key), and watch the
    cutscene as it falls. When you regain control, youíre several floors further
    down, and a voice will give your instructions to find a weapon at a storage
    room. First, loot the stuff in the lower lobby, then follow the path, looting
    as you go.
    
    Eventually, youíll run into some infected and the voice will warn you run
    in the other direction. Take his advice, these infected are level 50, will
    defeat you without a doubt. Be sure to sprint (Shift by default), following
    the dotted path. After this, youíll run into a fairly long cutscene and
    nearly be done the prologue.
    
    Youíll end up in a beach house after the cutscene. Thereís only one thing to
    do here: head to the door and talk to the woman Jeannine, next to Wayne.
    Wayne will insist you have a weapon. Grab the Paddle near the door, talk to
    Wayne again, and assist Sinamoi. Your first action should be to remove the
    zombie attacking Sinamoi from Sinamoiís face. After that, just whack the
    zombies. Sinamoi will be fine once you free him, and youíll wrap up the
    prologue.
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                        Act I                            |
           (C0002)      \--------------------------------------------------------o
    
    After some more cutscenes, talk to Sinamoi to get your first quest.
    
    o----------------------------------------o
    |            Passport to Life            |
    o----------------------------------------o
    | Goal: Bring the security keycard to    |
    | the Lifeguard Tower from Bungalow #11. |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 400 XP, Nailíd Mod             |
    o----------------------------------------o
    
    This quest is pretty much your only option right now. Iím not going to tell
    you about every single detail on the way so, just follow the path. Eventually
    youíll reach the bungalow. Enter it, go to the breakable door, look out for
    the zombie inside, and grab the security keycard on the desk just beyond the
    breakable door.
    
    o----------------------------------------o
    |                  Exodus                |
    o----------------------------------------o
    | Goal: Get to the Lifeguard Tower; Get  |
    | rid of all the undead in the area.     |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 600 XP, Homemade Cleaver       |
    o----------------------------------------o	
    
    Follow the path. Along the way youíll find a man trapped in a truck,
    surrounded by zombies. Save him and heíll give you 500 XP and open the door
    to a room with a workbench, as well as a Fact on the desk (Fact #2).
    
    Once you reach the gate, activate the key pad and deal with the several
    Walkers in the area. Do NOT explode or dispose of the propane tank; save it,
    youíll need it. Once you defeat the Walkers, open the garage door at the key
    pad. You will meet a new enemy, the Thug. See the ĎTypes of Zombiesí section
    for more info about the Thug. The Thug has a lot of health and does a lot of
    damage, but moves slowly and can be circle-strafed fairly easily. However, for
    this one you can just throw the propane tank at him and then throw a weapon
    at it. If it doesnít kill him, just finish him by circle strafing or throwing
    weapons while backing off.
    
    Once you defeat the Thug, head up the stairs on the left side of the garage
    and finish the Walkers up on the second level, then follow the quest path and
    talk to Sinamoi over the radio, wrapping up this quest.
    
    o----------------------------------------o
    |             To Kill Time       	     |
    o----------------------------------------o
    | Goal: Help Mike and Dominic            |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: Cash                    	     |
    o----------------------------------------o
    
    At this point, a large number of sidequests open up, including Ashes to Ashes
    and On the Air, Mikeís and Dominicís quests (respectively). To complete
    Dominicís quest, youíll have to do another bunch of sidequests. Just look up
    the necessary sidequests if youíre having trouble, theyíre in alphabetical
    order by Act. Once youíre done with the diversions, you can return to Sinamoi
    to take the next quest, A Piece of Cake.
    
    o----------------------------------------o
    |           A Piece of Cake              |
    o----------------------------------------o
    | Goal: Search the hotelís poolside bars |
    | for cans of food; Bring 3 cans of food |
    | to Sinamoi.                            |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 1500 XP, Baseball Bat          |
    o----------------------------------------o
    
    This is a very simple fetch quest. Just follow the quest markers and return to
    Sinamoi for a reward and your next quest.
    
    o----------------------------------------o
    |               SeekíníLoot       	     |
    o----------------------------------------o
    | Goal: Check the two gas stations and   |
    | bring 2 packs of juice.                |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1800 XP, Cash                  |
    o----------------------------------------o	
    
    This will lead you back to the petrol station with a bunch of Thugs and the
    electricity that you might have shut off. The other gas station only has one,
    so just go straight to the one Harlan sent you to. Grab the juice, drive back
    to the Lifeguard Station, and drop them off in the back of the garage, then
    talk to Sinamoi for another quest.
    
    o----------------------------------------o
    |             Born to Be Wild            |
    o----------------------------------------o
    | Goal: Recover the truck from the       |
    | hotelís parking garage.                |
    o----------------------------------------o
    | Difficulty: Very Hard                  |
    | Reward: 2100 XP, Diamonds              |
    o----------------------------------------o
    
    This is the first quest of Chapter 3. Drive over to the hotel, and follow the
    quest line to find two Thugs guarding the door. You need a keycard, so kill
    both of them. If you have Fury ready, use it. If not... well, honestly, go
    somewhere else and kill things until you do, itís probably easier and quicker.
    Once the Thugs are dead, grab the card and enter the hotel. Follow the quest
    line some more. It will lead you through a bar that has a bunch of alcohol,
    if youíve been looking for some. After raiding the bar (or not), proceed along
    the quest line once more and youíll meet up with the owner of the voice you
    heard when you entered, Mike Davis. He will ask you to find a friend named
    Ken. Drop down through the hatch in the elevator. 
    
    Once again, follow the quest line (youíll be doing this a lot). Right away
    youíll run into a Thug, which shouldnít be such a problem anymore. After a
    while youíll run into a room with a large pool and many zombies. Jump in the
    pool and kick them down so they drown. This will make your job a bit easier.
    Once youíve dealt with the aquatically inclined undead, proceed down the quest
    line once more, and youíll eventually run into Ken, who is a touch miffed 
    about having been brutally attacked by ravenous monsters that no neither mercy
    nor pain. He asks you to find him some morphine because apparently having your
    organs chewed on is painful. Follow the quest line, slay the Thug on the way,
    and return to the poor man with his drugs.
    
    Once Kenís thrist for morphine is slaked, follow the quest line until you get
    to a place where Mike orders you to take out all the zombies. Thereís only
    three of them, so take them out and proceed to Mike, and speak with the man.
    
    Heíll tell you that the security system is fried, which is odd given that he
    was watching you on it, but weíll forget about that little plot hole. The
    issue at hand is that you have reset the security system in the nearby server
    room. Kill all the zombies in each room before hitting Use on the bluescreened
    monitors, as the process takes about eight seconds. Once all four stations are
    reset, return to Mike.
    
    He will tell you that youíre free to get the truck. Follow the quest line,
    stopping at the vending machine to max out your health if needed. Past the 
    vending machine will be the garage and about six Walkers and a Thug. This is
    another great time to use your Fury. Once the zombies have been dispatched,
    get in the truck and get ready for some vehicular zombicide. Drive the truck
    back to Sinamoi, keeping in mind that you have constrained vision and the
    thing handles about as well as an oil tanker. Park it in the red circle
    and go talk to Sinamoi. So ends Chapter 3.
    
    o----------------------------------------o
    |            Blackhawk Down              |
    o----------------------------------------o
    | Goal: Investigate the helicopter       |
    | wreckage and bring Sinamoi any         |
    | supplies you find.                     |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 2400 XP, Shock Mod             |
    o----------------------------------------o
    
    This quest begins Chapter 4 - youíre almost done with Act I. Take this quest
    from Sinamoi, and then follow the quest path to the target area. Youíll get a
    cutscene, and then meet The Suicider. Donít get too close, or heíll explode,
    killing you. Kill him, then follow the quest line and talk to Nikolai. You
    must then escort Nikolai to a bunker. Stick close to him, and make liberal
    use of kicks to suppress zombies, being sure to finish them quickly with
    stomps or blows to the head.
    
    Youíll meet a group of five zombies at a small cliff. Jump down, get behind
    them, and unleash hell. After a bit more walking, Nikolai will stop and four
    Infected will charge down the hill. If you can catch them will a clean blow
    during their charge, theyíll probably die, so try for that. After that youíll
    be clear to head to the bunker. After talking to Nikolai and claiming your
    reward, head through the portal, kill the Suicider, and collect the Brown
    Skull near his corpse. Youíll want it much later. Return to Nikolaiís bunker
    and talk to him again for another quest, A Voice From Above the Sky, which you
    canít complete until later. Proceed back to Sinamoi.
    
    o----------------------------------------o
    |             Misery Wagon               |
    o----------------------------------------o
    | Goal: Go to a mechanic to reinforce    |
    | the truck.                             |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 2700 XP                        |
    o----------------------------------------o
    
    Sinamoi gives this quest, like so many others in Act I. Get in the armored car
    and drive it to the quest marker. Once there, clear out the dozen or so
    zombies. Several of them guard the door, the others will trickle in. Eliminate
    them all and head inside the garage.
    
    o----------------------------------------o
    |        Only the Strong Survive         |
    o----------------------------------------o
    | Goal: Protect the workshop while Earl  |
    | is working.                            |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 3400 XP                        |
    o----------------------------------------o
    
    Earl in the garage gives this quest, in case youíre having trouble. Once you
    accept, head outside. Infected will charge out from the front of the garage
    area. They will be red flags at a distance, then become red skulls on the
    minimap. About 12-18 Infected, youíll get a quest update, and you can go talk
    to Earl again. Watch the cutscene, and then talk to Jin. She will give you
    the next quest, On the Road.
    
    o----------------------------------------o
    |             On the Road                |
    o----------------------------------------o
    | Goal: Travel outside the resort to     |
    | find food, medicine, and weapons; Take |
    | Jin and drive to the City Tunnel.      |
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 5000 XP                        |
    o----------------------------------------o
    
    Get in the truck and drive all the way across the island. Youíll go so far
    that youíll drive all the way to Act II! 
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                          Act II                         |
           (C0003)      \--------------------------------------------------------o
    
    During the cutscene, youíll meet the Ram, who you can read about in the Types
    of Zombies section. Before you fight him, though, you can store items with Jin
    if you so desire. Proceed up the quests and youíll get the quest Ram on
    Heavenís Door, which consists of killing the zombies besieging the church. Use
    the conveniently placed propane tank to kill or at least heavily damage the
    Ram. Do not go under the scaffolding, as the Ram will charge and the zombies
    will trap you, and youíll just get yourself killed. Youíll get 2000 XP for
    the quest, which doesnít have a quest card because there isnít a sheet.
    
    After that, head into the church and start up Sacred Silence. Bust down the
    door and defeat the Thug, take his keys, use them on the locked box on the
    wall and shut off the damnable bells. Return to sister Helen to get the next
    quest, Drowned Hope.
    
    o----------------------------------------o
    |             Drowned Hope               |
    o----------------------------------------o
    | Goal: Check whatís happened at the     |
    | pump station.                          |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 4000 XP, Cash                  |
    o----------------------------------------o
    
    Sister Helen in the church gives this quest. Follow the quest line, but be
    careful, as youíre heading towards people with guns. Theyíll start firing at
    about 35 meters. If you have a key, be sure to shoot them in the head, as it
    does plenty of extra damage, often enough to kill them in one hit. Clear the
    Punks out of the facility. Once theyíre all dead, free the two prisoners by
    removing the pipe from the door.
    
    Follow Antonio to find out that, in order to restore the water, you have to
    do more busywork - specifically, shutting off some active fire hydrants. Talk
    to him again to get the quest sheet.
    
    o----------------------------------------o
    |              Drop by Drop              |
    o----------------------------------------o
    | Goal: Close 5 hydrants.                |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 4500 XP, Meat Bait Blueprint   |
    o----------------------------------------o
    
    Antonio in the pumping station gives this quest. Once again, follow your quest
    line. Youíll quickly find a Suicider. Eliminate it, then proceed towards the
    first hydrant, where youíll find a Thug. Kill it and shut off the hydrant. The
    next hydrant is about 40 meters down the road and has a Ram guarding it. If
    you have a Deo-bomb, use it. Once the Ram is gone, close the hydrant and go
    about 180 meters to the next once. You might meet a Suicider on the way there,
    and there will be a Thug guarding it. Proceed to the next one and defeat
    another Ram. Shut it off, and head another 160 or so meters to the next; on
    the way there youíll quickly meet yet another Ram. At the hydrant, youíll find
    a Thug and several other zombies. Once you clear them out and close the 
    hydrant, return to sister Helen (I refuse to call her mother). Youíll also 
    have some new sidequests available, check section D for info.
    
    o----------------------------------------o
    |            Way of Salvation            |
    o----------------------------------------o
    | Goal: Escort Joseph to the wastewater  |
    | plant.                                 |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 4500 XP, Cash                  |
    o----------------------------------------o
    
    Joseph just outside the church gives this quest. This is an escort mission,
    which game developers keep including in games because they hate you. Just
    follow Joseph. There will be two major groups, use grenades or molotovs if you
    have them. Joseph will generally keep moving, only large groups will bog him
    down. Most Walkers will just be bypassed, but Infected are another issue. I
    would avoid using the Stomp attack, as itís fairly time consuming. Once you
    reach the sewer door, collect your reward and enter, then talk to Joseph for
    the next quest, Let the Waters Flow.
    
    
    o----------------------------------------o
    |          Let the Waters Flow           |
    o----------------------------------------o
    | Goal: Cut the water flow to the canals;|
    | Open the floodgates.                   |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 5000 XP                        |
    o----------------------------------------o
    
    Joseph gives this quest right in the sewer entrance after you finish Way of
    Salvation. Donít jump in the water, you are made of lead and will sink and
    drown. Follow the path, head up the ladder, shut the valve, walk on the cat
    walk and hit the other valve. Drop down, go down the path to the next ladder,
    head up it and towards the control room, which has a Suicider in it. Kill it,
    open the floodgates, and watch the cutscene. Youíll meet the Floater. Go down
    and clear out the chamber. Read about the Floater in section B. Thereís a few
    Walkers, Infected, and the Floater. Once theyíre down, follow the quest line,
    hold Use to get past the barricaded door, and follow the quest line for 110
    more meters. Youíll meet a Thug about 60 meters from the goal. Very near the
    goal, a Suicider will probably appear if youíre going exactly where youíre
    told. Once you pass this goal, another will appear at about 140 meters, and
    another Suicider will appear. At about 95 meters, youíll meet a Thug. A
    Suicider will appear at around 65 meters to go, and another at 40 meters. At
    about 20 meters, youíll see a jet of steam. Go around it.
    
    Youíll get another goal jumping out ahead of you. At about 65 meters, youíll
    meet a Thug thatís below you. Thereís a propane tank across the way, throw it
    down at the Thug and his pals and blow it up. Youíll be knocked down, but 
    should not take damage. From there, youíll finally reach the actual goal, and
    with it complete Let the Waters Flow and Chapter 6.
    
    o----------------------------------------o
    |         Head Against the Wall          |
    o----------------------------------------o
    | Goal: Talk to the mayor.               |
    o----------------------------------------o
    | Difficulty: ???                        |
    | Reward: 1000 XP                        |
    o----------------------------------------o
    
    You arrive in a police station full of jerks. You donít get a quest sheet
    for this, but all you have to do is talk to the man at the end of the quest
    line. Youíll get a cutscene and a new quest.
    
    o----------------------------------------o
    |          Supermarket Journey           |
    o----------------------------------------o
    | Goal: Gather supplies from the         |
    | supermarket.                           |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 5000 XP                        |
    o----------------------------------------o
    
    Just follow the quest line after the cutscene to receive this quest. From
    there, head downstairs and talk to Policeman. He wants you to find him alcohol
    by way of his sidequest Guard on Duty. Itís a simple quest, just bring him
    a single bottle of alcohol (look in the mayorís office). From there, head
    through the door and take the next door back to the good olí sewers. Avoid the
    water, itís poisonous. Follow the quest line, along the way youíll find a
    Suicider. Further along the way, in a larger room with a slope youíll meet
    another. Beyond that, youíll have a clear shot to the supermarket. Enter.
    
    The first thing of note is the steam valve (subtle) you have to close (nooo).
    After that youíll meet a Floater. From there, proceed down the quest line
    until you reach a vending machine. Use it to fill up to max health, then
    confront the room full of Punks. Use a gun if you have one, pick up one of
    theirs and use it if you donít - youíll take too much damage otherwise. Aim
    for the head, it will usually drop them in a single shot, and they donít move
    very much. Once the room is clear, raid the cash registers - youíll get
    thousands in dosh, which is always handy. From there, follow the quest line,
    only to be shut out. Eventually a different route will show up, move around
    the area if it doesnít.
    
    Follow the new path. Along the way youíll meet a Ram that you could avoid if
    you wanted to. Bash down the door, and then bash down the next door and be
    ready to fight more Punks. Again, aim for the head. Youíll also find two
    special enemies, Wolf and Zipper (someone lost the name lottery), who are
    armed with rifles. Theyíre both fairly easy to charge with melee weapons if
    you want to go that route. Once all the enemies have been eliminated, head
    to the quest marker and activate the food, which will enter the shipping
    container of its own accord. Youíll get a cutscene where, I believe, the
    skybox was inspired by Jimi Hendrix.
    
    o----------------------------------------o
    |               Bitter Return            |
    o----------------------------------------o
    | Goal: Get back to City Hall.           |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 6500 XP                        |
    o----------------------------------------o
    
    Just head down the quest line. Thereís a few Suiciders, but you already took
    this path the other way, so you should know it fairly well. Youíll get another
    sidequest, Big Daddy, Where are You? - complete it by killing the mayor, who
    is a Thug. Then follow the quest path. Once you get back into the sewers,
    Suiciders and Thugs abound. Eventually, one Thug will have an explosive barrel
    near him. After quite a long trek, youíll make it out. Head back to the
    church and talk to Helen.
    
    o----------------------------------------o
    |            Lady in Trouble             |
    o----------------------------------------o
    | Goal: Find Jin and the car.            |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 5000 XP                        |
    o----------------------------------------o
    
    Jin has been captured due to her naivete. Head out of the church and youíll
    find Joseph lying on the ground. He tells you to head through the sewers and
    gives you a key. Make your way over to the sewers, thereís nothing of note
    on the way there. Once in the sewers, youíll take a very roundabout route to
    the goal, meeting a few Floaters as you proceed.
    
    Once you get into the police station, look for a room with a Thug. In there is
    a very valuable Pistol Ammo recipe. After that, head down the quest line and
    youíll eventually reach the flag. Once you open the door, your task will
    change to eliminate all Punks. Do so. There are several waves of them. Once
    you get to the last wave, there is a guy named Rage Machine armed with a
    rifle. Once you defeat him, enter the door and watch the cutscene (Trigger
    Warning: If you know what this is, you know whatís coming; if not, there is
    implied rape in this scene). After that, talk to Jin at the car. Youíll be
    outside the church, because Jin is a wizard with teleportation magic. Talk to
    Helen and youíll complete Faith Will Move Mountains. From there, youíll be
    able to head back to the Resort to help Sinamoi.
    
    o----------------------------------------o
    |           Itís Never Too Late          |
    o----------------------------------------o
    | Goal: Deliver supplies to Sinamoi.     |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 5500 XP                        |
    o----------------------------------------o
    
    Head to the truck and it will teleport you back to the resort. Drive it about
    half a kilometer back to the lifeguard tower to deliver some supplies. Talk to
    Sinamoi for the next quest.
    
    o----------------------------------------o
    |             Bird on the Roof           |
    o----------------------------------------o
    | Goal: Get to the hotelís roof.         |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 6000 XP                        |
    o----------------------------------------o
    
    Sinamoi gives this quest. Drive to the hotel, then get out when you wish and
    follow the quest line. Thereís a few Suiciders, but not much to worry about.
    Near the target door youíll find some keys that, when picked up, start the
    quest Gold Digger, which is a complete waste of time. Anyway, enter the hotel,
    and youíll get a cutscene, and that will wrap up the quest. Go down the new
    quest line and talk to Mike, talk to him again, then talk to Jin.
    
    o----------------------------------------o
    |               Devastator               |
    o----------------------------------------o
    | Goal: Blow up the entrance to the old  |
    | Bunker; Get to the tunnel through the  |
    | old bunkers; Get to the jungle village |
    | and find Mowen.                        |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 6000 XP                        |
    o----------------------------------------o
    
    Jin gives the quest sheet once you get the bomb from Mike. Get in the truck
    with Jin, drive to the quest objective, and then talk to her. Youíll have to
    escort her to the bunker. No more than three Infected will come at once, but
    thereís several waves. Once you get to the Bunker, youíll have three Walkers
    and a Thug to deal with. Once theyíre dealt with, place the explosives and
    retreat. Jin will approach and use her magical powers to blow them up. Enter
    the bunker and wait for Jin to head to a manhole. Enter it and youíll travel
    all the way to Act III.
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                          Act III                        |
           (C0004)      \--------------------------------------------------------o
    
    O============================================================================O
    |                                 Sidequests                         (D0000) |
    O============================================================================O
    
    Sidequests are optional quests that (usually) do not relate to the main goal
    of escaping the island.
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                          Act I                          |
           (D0001)      \--------------------------------------------------------o
    	   
    o----------------------------------------o
    |              A Ray of Hope             |
    o----------------------------------------o
    | Goal: Find Marcus and fix the          |
    | transformers powering the lighthouse.  |	
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1200 XP, Wrench                |
    o----------------------------------------o
    
    Darvin Bark in the Lighthouse gives this quest as part of Knockiní on
    Heavenís Door. Follow the quest line, kill the four zombies, talk to
    Marcus. Then you have to go about 150 meters away and go to the other
    transformer, and bash down the door. This will activate a very annoying alarm.
    Activate the five switches, kill the Infected that charge out and make your
    way to Marcus. Tell Marcus the good news, then return to Darvin to complete
    the quest.
    
    o----------------------------------------o
    |            Ashes to Ashes              |
    o----------------------------------------o
    | Goal: Bring fuel from the gas station  |
    | to burn the bodies.                    |	
    o----------------------------------------o
    | Difficulty: Very Hard                  |
    | Reward: 900 XP, Molotov                |
    o----------------------------------------o
    
    Mike gives you this quest, and itís necessary as part of Time to Kill. You
    should complete Lazarus Rising before starting this quest, as having a truck
    will speed this quest up considerably - carrying the gas slows you down and
    makes you unable to attack, whereas trucks can carry the gas and are faster
    than walking.
    
    When you get there, someone will talk to you. You can pretty much ignore him.
    Follow the flags from point to point until you get behind the station and see
    a ladder. First, look in the yard for a propane tank, throw it onto the roof,
    climb the ladder, look for a hole in the roof, and drop the propane tank then
    follow it. Use the propane tank to dispose of the Thug in the room you dropped
    into. Then activate the switch on the wall near the door, and stock the
    conveniently placed truck with the gas cans in the garage, then open the
    barred door. Drive the truck out to the petrol pumps.
    
    Once at the pumps, get out of the truck and take a gas canister and place it
    in the silhouette near one of the pumps. This will cause some Infected to
    spawn off in the distance. Proceed towards them and kill them, then return to
    the pump and fill it. Put it on the truck and bring it back to Mike. Drop it
    in the silhouette and talk to him. Youíll get a cutscene and then heíll warp
    upstairs, so head up to collect your reward.
    
    o----------------------------------------o
    |         Bloody Health Service          |
    o----------------------------------------o
    | Goal: Help Jack get into the infirmary |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 500 XP, Cash                   |
    o----------------------------------------o
    
    You can take this quest once you move Sinamoiís group to the Lifeguard
    Station. Look around the facility for Jack, bust the door open, and kill the
    two zombies inside the infirmary, then turn it in - quick and easy.
    
    o----------------------------------------o
    |           Bloody Valentine             |
    o----------------------------------------o
    | Goal: Take Jessica, Rogerís wife, to   |
    | to James at the Lighthouse.            |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 700 XP, Homemade Double Blade  |
    o----------------------------------------o
    
    Roger in the Silver Bungalows district gives this quest. Heís in a house
    with a truck driven through the front door, just off the road. This quest
    is quite simple, the hardest part is getting Jessica to get in your truck.
    Simply get in the truck that was in the doorway, drive it around, then stop
    near the door and hope Jessica gets in. Once she does, drive along the
    quest line to the lighthouse and drop her off. This will complete the
    quest, but Jessica will ask you to check on her husband; this is entirely
    optional and has no bearing on the quest. That said, the newly minted
    zombie is given the odd name of Rogerís Body, which I guess is sort of
    amusing.
    
    o----------------------------------------o
    |           Counsel of Despair           |
    o----------------------------------------o
    | Goal: Finish the HELP sign out in the  |
    | clearing.                              |	
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 700 XP, Torch Mod              |
    o----------------------------------------o
    
    Follow the quest line, and get ready to fight a lot of zombies, including a
    Thug. There are boxes highlighted, and there are glowing silhouettes of boxes
    where you need to place them. All the boxes you need to place are in the P of
    the HELP.
    
    o----------------------------------------o
    |                   Crash                |
    o----------------------------------------o
    | Goal: Get Laurieís husband out of      |
    | wrecked car.                           |	
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 400 XP                         |
    o----------------------------------------o
    
    You meet Laurie, the quest giver, on the road past the hotel. Follow her to
    the crashed car. Tear the door open partially, then fight the incoming
    Infected, then free the husband. Take a medkit out of the back door and be
    on your way. 
    
    o----------------------------------------o
    |          Death in the Glass            |
    o----------------------------------------o
    | Goal: Bring Harlan 3 bottles of alcohol|	
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 50 XP, Molotov                 |
    | *Repeatable*                           |
    o----------------------------------------o
    
    3 Bottles of alcohol for one molotov and XP is a pretty good deal. If you want
    molotovs, get them from Harlan.
    
    o----------------------------------------o
    |              Family Matters            |
    o----------------------------------------o
    | Goal: Look for Kellyís husband, a      |
    | concierge named William.               |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 700 XP, Homemade Machete       |
    o----------------------------------------o
    
    Max in the Lifeguard Station, near the vending machine, gives this quest.
    Will is all the way up at the northeast corner of the map with Svetlana.
    You just have to trek all the way up there and return.
    
    o----------------------------------------o
    |              Fiery Drinks              |
    o----------------------------------------o
    | Goal: Acquire 5 bottles of alcohol.    |	
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 50 XP, Molotov                 |
    | *Repeatable*                           |
    o----------------------------------------o
    
    Mike will give you 50 XP and a molotov for every 5 alcohols you bring him.
    The molotov recipe is 2x alcohol and a rag, and costs $50, so this could be
    a viable alternative, given that alcohol is much more common than rags and
    this gives a little XP boost.
    
    o----------------------------------------o
    |             Fluid Necessity            |
    o----------------------------------------o
    | Goal: Find 2 gas cans at a gas station |
    | and deliver them to Harlan.            |	
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 500 XP, Cash                   |
    o----------------------------------------o
    
    Harlan gives this quest after you complete Make Yourself at Home. When you go
    to the petrol station to the south of Harlanís new house, youíll meet some
    Infected, Walkers, and Thugs, and get the quest Waterdance. Thereís a number
    of gas cans all over the station, just put two in a truck and bring them back.
    If you have to, thereís a shed in the back of the area with a truck to its
    side. Jump on the truck, over the fence, enter the shed, clear it out, and
    take the gas inside. Once you have enough, bring it all back to Harlan.
    
    o----------------------------------------o
    |           Godless Entities             |
    o----------------------------------------o
    | Goal: Clear the living dead from the   |
    | area in front of the pumping station.  |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Frank at the water purification gives this quest after you complete Drowned
    Hope, saving him. Walk out of the pumping station the way you came in, and
    theyíll pop up all over your minimap. Eliminate them, thereís only about
    five Walkers. Once theyíre dead, return to Frank for your reward.
    
    o----------------------------------------o
    |              Hit and Run               |
    o----------------------------------------o
    | Goal: Acquire the key from Omarís      |
    | undead deadbeat.                       |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 600 XP, Cash                   |
    o----------------------------------------o
    
    Omar in the Hotel Bungalows district gives this quest. Follow the line, but
    be careful once you get near the hotel, as youíll encounter a Thug and about
    five other zombies. Lure the Walkers into the nearby water, and kick them so
    they drown, then deal with the Thug. Remember to get in strikes when he roars,
    he doesnít attack for a few second then.
    
    Once you get to the bar, youíll find the key owner isnít there, and will have
    to follow a trail of blood to the key owner - another Thug. This one is in a
    bathroom, so if you have a longer reach weapon like a paddle, you can keep him
    trapped in his stall for a bit while you damage him, but youíll run out of
    stamina at some point and have to retreat. Once you finish the Thug, take the
    key and return to Omar.
    
    Once you return to Omar, talk to him. Heíll walk through the door and stop.
    Look on the wall for a painting. Use it, collect your money from Omar, and
    speak with him for another sidequest.
    
    o----------------------------------------o
    |         House Full of Surprises        |
    o----------------------------------------o
    | Goal: Check out Richardís house.       |
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: Contents of Richardís house    |
    o----------------------------------------o
    
    You receive this quest on the southern part of the easternmost chain of
    buildings built out over the water and some small islands. It begins with
    you saving a besieged man named Richard Chase. Once he is safe, talk to him
    and heíll give the key to his house, saying you can have whatever you find
    inside. Proceed about 200 meters up the path, raid his house (I found a 
    great machete inside, but nothing else), and the quest will be done.
    
    o----------------------------------------o
    |      Knockiní On Heavenís Door         |
    o----------------------------------------o
    | Goal: Help people around the lighthouse|
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 500 XP, Cash                   |
    o----------------------------------------o
    
    This quest starts immediately when you reach the Lighthouse, but you donít
    get the sheet until you head up to the top of said lighthouse. This quest
    just consists of doing A Ray of Hope, Light My Fire, Tell Me Where It Hurts,
    and perhaps one round of Wind in the Stomach.
    
    o----------------------------------------o
    |             Lazarus Rising             |
    o----------------------------------------o
    | Goal: Check out nearby car wrecks and  |
    | bring Hank 4 car parts.                |
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 300 XP, use of red truck       |
    o----------------------------------------o
    
    You can take this quest once you move Sinamoiís group to the Lifeguard
    Station. Hank is in the garage where you fought the first Thug. This quest is
    very simple, just go up the road and grab four car parts from wrecked
    vehicles along the road. To do so, go the engine (if the engine is exposed)
    and hold Use - you will appear to grab something, but wait for a bar to appear
    and fill before disengaging. Once you reach four, return to Hank and turn in
    the quest.
    
    o----------------------------------------o
    |            Life in the Bag	           |
    o----------------------------------------o
    | Goal: Find an ambulance or lifeguard   |
    | vehicle and bring the paramedicís bag  |
    | to the tower.                          |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 700 XP, Sickle                 |
    o----------------------------------------o
    
    Jack gives you this quest after finding the infirmary devoid of supplies.
    Simply follow the quest line and grab the box, then return in to to Jack
    when you have a chance. You can easily do this quest on the way to the
    lighthouse or to get gas, or during other quests.
    
    o----------------------------------------o
    |             Light My Fire              |
    o----------------------------------------o
    | Goal: Get 4 flares from the wrecks on  |
    | the coast.                             |	
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 500 XP, Nail Hammer            |
    o----------------------------------------o
    
    Trevor Cohen at the top of the lighthouse gives this quest as part of the
    quest Knockiní on Heavenís Door. You have to follow the quest line down
    to some wrecked boats on the coast and grab some flares. Itís a bit of a
    trek, and thereís a Thug at the coast, but itís a pretty simple quest.
    
    o----------------------------------------o
    |          Make Yourself at Home         |
    o----------------------------------------o
    | Goal: Help Harlan get inside the hut.  |	
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 500 XP, Baseball Bat           |
    o----------------------------------------o
    
    You meet Harlan near where you meet Laurie from Crash, a bit south down the
    road. Simply hop up the boxes on the side of the front yard, walk along the
    top of the fence, and drop down in the back yard. Go around to the other
    side, bash the door down, kill the Thug inside, and open the door for
    Harlan. Of note is the fact that the Thug inside never attacked me, but I
    assume this was just a glitch. Talk to Harlan to complete this quest and
    get another, Fluid Necessity.
    
    o----------------------------------------o
    |               My Precious              |
    o----------------------------------------o
    | Goal: Retrieve Jeannineís necklace from|
    | from bungalow #6 in the Silver         |
    | Bungalows district.                    |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 500 XP, Slicer                 |
    o----------------------------------------o
    
    Jeannine in the Lifeguard Station, past the vending machine, gives this
    quest. Follow the quest line to it. On the way, youíll encounter Roger
    and Jessica from the quest Bloody Valentine, take that one up if you
    like.
    
    o----------------------------------------o
    |             Nectar of Life             |
    o----------------------------------------o
    | Goal: Acquire water for Kim            |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 50 XP, Cash                    |
    | *Repeatable*                           |                              
    o----------------------------------------o
    
    Kim in the Golden Bungalows district house besieged by zombies gives this
    quest. All you have to do is bring water, which you can find all over the 
    island. It comes in large plastic bottles, quite like water bottles you see
    today, but a bit larger.
    
    o----------------------------------------o
    |                Nighthawk               |
    o----------------------------------------o
    | Goal: Look near the jungle for the     |
    | location of the aircraft.              |	
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 3500 XP, Military Machete      |
    o----------------------------------------o
    
    Monica Goldberg in the Lighthouse gives this quest. You canít do anything
    about it until Act III, which is why the rewards are so nice. This quest will
    be covered in full in the Act III section, it is merely included here because
    you can pick it up in Act I.
    
    o----------------------------------------o
    |               Omar Escort              |
    o----------------------------------------o
    | Goal: Help Omar get to the Lifeguard   |
    | Tower.                                 |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 600 XP, Revolver               |
    o----------------------------------------o
    
    If youíre playing Purna, you should definitely do this quest, as the reward
    is a gun. Omar gives this quest, and you can only take it after doing Hit and
    Run, so it should be hard to miss.
    
    Just follow Omar and keep zombies off of him. Youíll encounter several Walkers
    and Infected, but nothing really threatening. Kick them down if they get too
    close, but Omar will move fairly quickly and the route isnít that long.
    
    o----------------------------------------o
    |               On the Air               |
    o----------------------------------------o
    | Goal: Go to the lighthouse and bring   |
    | back a signal amplifier.               |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1000 XP, Cash                  |
    o----------------------------------------o
    
    Dominic on the second level of the Lifeguard Station gives this quest, and
    it is necessary to complete the main quest To Kill Time. For this quest, just
    follow the dotted line to the quest marker. However, when you get to the
    lighthouse, youíll automatically start another sidequest, Knockiní On Heavenís
    Door. Once you complete Knockiní on Heavenís Door, you can enter the
    maintenance shed and collect the signal amplifier. If you lose track, the shed
    has a work bench in it.
    
    o----------------------------------------o
    |             Out of Stock               |
    o----------------------------------------o
    | Goal: Get Booze for Stanley            |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 400 XP, Cash                   |
    o----------------------------------------o
    
    Stanley, a besieged man south of the main hotel, gives this quest. Itís not
    actually repeatable, it just seems that way. In total, he wants 15 bottles
    of alcohol. Heíll pay pretty well, but if you want molotovs, you can
    probably skip this quest.
    
    o----------------------------------------o
    |        Tell Me Where It Hurts          |
    o----------------------------------------o
    | Goal: Find a bottle of painkillers and |
    | 3 bandages for Linda; Check infirmaries|
    | and ambulances.                        |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 500 XP, Deo-bomb blueprint     |
    o----------------------------------------o
    
    Mick Fler in the lighthouse gives this quest after you start Knockiní on
    Heavenís Door. The infirmary you opened for Jack in Bloody Health Service!
    has some painkillers and bandages, and the ambulance you found in his next
    quest has some more bandages.
    
    o----------------------------------------o
    |               The Lost                 |
    o----------------------------------------o
    | Goal: Find Maggie and tell Steven her  | 
    | location.                              |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 300 XP, Cash                   |
    o----------------------------------------o
    
    Steven in the shack you begin Act I is the person who gives this quest.
    Maggie is located at the Lighthouse, which you must travel to during On the
    Air, which is part of the main quest To Kill Time. Once On the Air gets you
    to the lighthouse, look around for Maggie, then return to Steven when you
    have time.
    
    o----------------------------------------o
    |              Time for Booze            |
    o----------------------------------------o
    | Goal: Find champagne for Svetlana.     |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 100 XP, Diamonds               |
    | *Repeatable*                           |
    o----------------------------------------o
    
    Svetlana in the far northeast corner of the map gives this quest. Champagne
    is quite rare, but diamonds are necessary for some semi-secret crafting
    recipes that can be devastating.
    
    o----------------------------------------o
    |             Too Much Sugar  	     |
    o----------------------------------------o
    | Goal: Get the insulin to Lukeís        |
    | brother, Danny.                        |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 500 XP                         |
    o----------------------------------------o
    
    Luke in the Golden Bungalows district gives this quest. Just follow the
    quest line, bust down the door, and speak to Danny; easy.
    
    o----------------------------------------o
    |               Toy Story                |
    o----------------------------------------o
    | Goal: Find Anneís Teddy Bear; the bear |
    | should be in bungalow 15 in the Hotel  |
    | Bungalows area.                        |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 500 XP, Nuts & Bolts Mod       |
    o----------------------------------------o
    
    Anne Snider in the Golden Bungalows distrcit house besieged by zombies gives
    this quest. Follow the path to her bungalow, there arenít any zombies of note
    on the way there. Once you bash down the door, you will be attacked by a man
    named Hector Lecter, kill him and take the teddy bear. Remember to tell Teddy
    youíre taking him to Anne, but donít worry about him, heís a brave teddy bear.
    Return to Anne.
    
    o----------------------------------------o
    |               Two Hearts               |
    o----------------------------------------o
    | Goal: Find Anne, Jenniferís sister.    |
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 500 XP, Heavy Mod              |
    o----------------------------------------o
    
    Jennifer, in the far northeast corner of the map, where you find the husband
    for the quest Family Matters. This quest is fairly simple, just follow the
    quest line, talk to Anne, and report to Jennifer.
    
    o----------------------------------------o
    |          Wind in the Stomach           |
    o----------------------------------------o
    | Goal: Get two food cans for Ned.       |	
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 50 XP, Cash                    |
    | *Repeatable*                           |
    o----------------------------------------o
    
    Ned in the Lighthouse gives this quest. Just bring him canned food.
    
    o----------------------------------------o
    |               Waterdance               |
    o----------------------------------------o
    | Goal: Turn off the electricity.        |	
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 500 XP, Cash                   |
    o----------------------------------------o
    
    This quest is received automatically when you go to the petrol sation from
    Fluid Necessity, or as part of the main quest in an effort to get juice.
    Itís quite simple, you just throw two switches, fight some Thugs, then go over
    to the tunnel, drop a box beneath the ladder, jump up and mash Use, then climb
    up and throw the final switch. This will give you access to the main building
    and its precious juice supplies.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                          Act II                         |
           (D0002)      \--------------------------------------------------------o
    
    o----------------------------------------o
    |        A New Broom Sweeps Clean        |
    o----------------------------------------o
    | Goal: Kill Nickís infected friend;     |
    | Report back to Nick.                   |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    You get this quest from Nick, who is near the second poster location for Last
    Chance on the Wall. Accept it, climb up, enter the house, kill the Thug, and
    open the door. Nick will talk, and the quest will complete and you can collect
    your money. You can talk to him for another quest, SPY Game.
    
    o----------------------------------------o
    |       A Voice from above the Sky       |
    o----------------------------------------o
    | Goal: Get a satellite phone from       |
    | Sergei at Nikolaiís restaurant.        |
    o----------------------------------------o
    | Difficulty: Very Hard                  |
    | Reward: 3000 XP                        |
    o----------------------------------------o
    
    You receive this quest from Nikolai after escorting him to his bunker in
    Act I, but now we can do something about it. Track the quest and head over
    to Sergei at the restaurant. Heíll complain about being left behind, give
    nothing, and the quest will appear to end, but in reality it continues in
    Act III.
    
    o----------------------------------------o
    |           Alcohol for Theresa          |
    o----------------------------------------o
    | Goal: Bring 5 bottles of alcohol for   |
    | Theresea.                              |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Theresa in the church gives this quest after completing Drowned Hope. Itís
    pretty simple, just bring the drunkard some booze. She claims itís for the
    injured, but no one in the church looks seriously hurt. I donít trust her.
    
    o----------------------------------------o
    |        Big Daddy, Where Are You?       |
    o----------------------------------------o
    | Goal: Obtain a universal key from the  |
    | mayor.                                 |
    o----------------------------------------o
    | Difficulty: ???                        |
    | Reward: 1500 XP                        |
    o----------------------------------------o
    
    Youíll automatically obtain this quest after completing Supermarket Journey.
    
    
    o----------------------------------------o
    |          Bleach with a Vengeance       |
    o----------------------------------------o
    | Goal: Bring 5 boxes of bleach to Tavin.|
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 70 XP, Incendiary Grenade      |
    | *Repeatable*                           |
    o----------------------------------------o
    
    Tavin in the besieged warehouse gives this quest. Bleach is required to make
    any kind of ammo, so if you have a Purna player in the party, Iíd give it to
    them instead of exchanging it for excessive firepower (Deodorant bombs can
    do enough damage to take out most things). But if there is no Purna player,
    itís up to you how you want to spend your Bleach.
    
    o----------------------------------------o
    |              Blood Ties                |
    o----------------------------------------o
    | Goal: Look for Kwanís brother.         |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Kwan in the warehouse southeast of the church gives this quest. Thereís no
    quest line here, but Kwan said he lives at 13 Sehatís street... which does
    us no good whatsoever. The house is, however, almost directly south of the
    warehouse where you meet Kwan, so just head south until a portal pops up
    on your minimap, then head into that house. If itís the right one, youíll
    get a red exclamation point and be able to escort Cho.
    
    The first group of zombies youíll meet as you escort Cho is a group of five
    in a bottle neck. Keep yourself between Cho and them and heíll be okay.
    Follow him to the next fight, five more zombies. Follow Cho once nore and
    youíll meet another group, this time including a Thug. Cho will wisely
    stay back and not engage in this fight. This is a decent time to unleash
    Fury, but itís not required. Once you escort Cho the last few meters, itís
    time to collect your reward.
    
    o----------------------------------------o
    |            Cat on the Roof             |
    o----------------------------------------o
    | Goal: Save Ojibon                      |
    o----------------------------------------o
    | Difficulty: Easy(?)                    |
    | Reward: ??? XP, Cash                   |
    o----------------------------------------o
    
    You get this quest automatically just east of the police station. Just
    kill the marked zombies, follow Ojibon into a building, and collect
    your reward.
    
    o----------------------------------------o
    |              Divine Light              |
    o----------------------------------------o
    | Goal: Get 5 batteries for Rian.        |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 70 XP, Cash                    |
    | *Repeatable*                           |
    o----------------------------------------o
    
    Rian in the church gives this quest after you complete Drop by Drop. He
    just wants batteries, theyíre not hard to find. Loot electronics.
    
    o----------------------------------------o
    |                Fast Aid                |
    o----------------------------------------o
    | Goal: Bring the medicine to Lucas.     |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Big Baseball Bat      |
    o----------------------------------------o
    
    Lucas, in the same building as Nick from A New Broom Sweeps Clean, gives this
    quest. If youíre doing One Foot in the Grave, youíll run across the medicine,
    but if not just follow the quest line, grab the medicine, and return it. Yet
    another fetch quest defeated.
    
    o----------------------------------------o
    |            Fortress of God             |
    o----------------------------------------o
    | Goal: Get the tools from Antonioís     |
    | workshop; Bring the tools to Bruno.    |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Bruno in the church gives this quest after you complete the main quest Drop
    by Drop. This is a very long fetch quest. Just follow the path, grab the
    toolbox, and return to Bruno. Ignore the truck there, the roads are too
    clogged to be useful. Bruno has another quest for you after you turn this
    one in.
    
    o----------------------------------------o
    |          Grasp All, Lose All           |
    o----------------------------------------o
    | Goal: Get rid of the looters in Stanís |
    | house; talk to Stan.                   |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Stan on the east side of Moresby gives this quest. He wants you to kill all
    the looters in his house. Enter the house, which is right next to him. Inside
    youíll find about a dozen Punks with guns. Kill about six of them, then bust 
    down a door and kill four more. After theyíre down, return to Stan and collect
    your prize.
    
    o----------------------------------------o
    |             Gold Digger                |
    o----------------------------------------o
    | Goal: Investigate Bungalow #14.        |
    o----------------------------------------o
    | Difficulty: ???                        |
    | Reward: ???                            |
    o----------------------------------------o
    
    You get this quest by picking up the keys near a door to the hotel on the
    Resort. You finish this quest by following the quest. Thereís nothing good
    for rewards, donít waste your time.
    
    o----------------------------------------o
    |             Guard on Duty              |
    o----------------------------------------o
    | Goal: Find and bring alcohol for the   |
    | guard.                                 |
    o----------------------------------------o
    | Difficulty: Very Easy                  |
    | Reward: 1500 XP                        |
    o----------------------------------------o
    
    Policeman (he has no other name) gives this quest in the town hall as part of
    the main quest. He just wants a single bottle of alcohol, look in the mayorís
    office like he tells you.
    
    o----------------------------------------o
    |         Heroes and Villains            |
    o----------------------------------------o
    | Goal: Help Vang Chi.                   |
    o----------------------------------------o
    | Difficulty: N/A                        |
    | Reward: 3000 XP, Lightning Mod         |
    o----------------------------------------o
    
    You will automatically receive this quest on the southwest side of town. Vang
    Chi will ask for your help, lead you into a melee-armed Punk trap, and then
    ask you to save his daughter from more Punks. Sheís South-south-east from
    where you meet him. Follow the path. Once you get near it, youíll get a
    warning. Pull out your gun and start headshotting them, theyíll kill you too
    quickly otherwise. Thereís over a dozen of them, and once you clean out the
    main body of enemies, two more idiots are hiding behind a barricaded door.
    One is directly on the other side of it, and will probably kill you while
    youíre stuck in the damn door opening animation, which is really great game
    design (no it isnít itís terrible). Once you kill them, shoot the keypad
    and free Amber. Amber gives you your reward, thankfully.
    
    o----------------------------------------o
    |         Imprisoned For Life            |
    o----------------------------------------o
    | Goal: Open the cells of those in       |
    | custody.                               |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 3000 XP, Police Baton          |
    o----------------------------------------o
    
    Reza in the police station you have to rescue Jin from gives this quest.
    He gives you a magical item. Go down the hall and into the room with a
    workbench and activate the switch on the wall (thereís also a Pistol
    Ammo recipe in the room). Return to him for the prize.
    
    o----------------------------------------o
    |            In Cold Blood               |
    o----------------------------------------o
    | Goal: Put Mugambeís wife and daughter  |
    | out of their misery.                   |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Heavy Pistol          |
    o----------------------------------------o
    
    Mugambe in the church gives this quest. Itís recommended if youíre looking for
    a gun, as Mugambe gives a heavy pistol as part of the reward, which will be
    pretty useful. Anyway, follow the quest line to the first destination. You
    could run into a Ram, Thug, Suicider, or multiples of those, depending upon
    the route you take. Enter the abandoned house. There are several zombies in
    the first room, kill them before bashing down the door. Bash down the door
    and kill Mugambeís zombie family, theyíre not challenging. His fridge has
    some champagne in it, so grab that while youíre here.
    
    If you go the way the quest line shows back to Mugambe, youíll soon encounter
    some punks with guns.
    o----------------------------------------o
    |             Judgment Day               |
    o----------------------------------------o
    | Goal: Bring the gun from Timís house.  |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Short circuit Mod     |
    o----------------------------------------o
    
    Tim in the church gives this quest after you complete his previous quest,
    Matter of Justice. He wants you to get the One Gun from his castle, and
    bring it Mount Zombie to slay... wait, no he just wants you to get his
    gun so he can kill a person. Not give him a gun, not give him a machete, not
    kill the guy for him. He wants THIS gun, and we (presumably) want his mod,
    so weíre gonna do this stupid fetch quest. Follow the quest line, enter the
    house, which is filled with non-toxic smoke. Look for a room with a burning
    oven. The gun is in a suitcase to the right of that oven. Return to Tim
    with his damn gun and be done with it.
    
    o----------------------------------------o
    |        Last Chance on the Wall         |
    o----------------------------------------o
    | Goal: Hang the posters in different    |
    | spots in the town.                     |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Impact Mod            |
    o----------------------------------------o
    
    Howard Craigson in the church gives this quest. Follow the quest path for
    about 200 meters. On the way there, I found a corpse with about $600 in the
    first room I entered. Youíll meet some burning Walkers on the way there as
    well, donít stand over them. When you get to the first poster, youíll pick up
    the quest Simon Says, and see some zombies besieging a building, which are
    related to Simon Says. Once you deal with zombie issues in the area, place
    the poster and head over to the next poster.
    
    Head over to the second poster position. Youíll run across a street with
    about eight zombies on it, you could herd them and use a molotov if you
    wanted, or you could just slash and smash. Near the second poster youíll
    encounter a few more zombies and another quest will be off in the distance.
    Place the poster and go get the quest if you like.
    
    Make your way to the third poster position, thereís nothing too threatening,
    until you get there and find a Thug across the road. Defeat it, place the
    third poster, and make your way up the path to the fourth, where youíll
    encounter a Suicider. Shoot it if you can, then place the next poster and
    head on over to the next one.
    
    At about 90 meters from the fifth poster position, youíll encounter
    another Thug. You know the drill. About 50 meters from the latest goal
    youíll meet another Suicider that you could run away from if you needed
    to... except that thereís another one just up ahead. Down the street from
    the fifth poster board is yet another Suicider. You could avoid this one,
    but I wouldnít take my chances. After placing this poster you can finally
    return to turn in the quest.
    
    o----------------------------------------o
    |               Last Will                |
    o----------------------------------------o
    | Goal: Take Terranceís last will and    |
    | testament to his family.               |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Terrance Barker near the police station gives this quest. He just wants
    you to talk to someone at the church, so do this quest any old time. But
    nearby him, you can find the sidequest Cat on the Roof.
    
    o----------------------------------------o
    |             Matter of Justice          |
    o----------------------------------------o
    | Goal: Bring the document file from the |
    | Police Station.                        |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Pride Gun Mod         |
    o----------------------------------------o
    
    (Trigger Warning: If you know what this is, you know whatís coming;
    if not, there is a mention of rape in the conversation that starts
    this quest.)
    
    Tim in the church gives this quest after you complete Lady in Trouble.
    Follow the quest line BACK to the police station. Eventually, youíll
    be told to search a room for the file. Just go to the back of the room, to
    the right of the room where you fought RAGE MACHINE (best name) and look for
    a binder. Grab and make your way back to Tim, who has another, stupider quest
    for you, Judgment Day.
    
    
    o----------------------------------------o
    |          Message to the Masses         |
    o----------------------------------------o
    | Goal: Bring the recording to Garrett.  |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Huge in the church gives this quest after you complete Drowned Hope. Head
    towards the quest marker, donít follow the path religiously, as it lies.
    You could run into multiple Suiciders, as well as a Ram. When you get close,
    you should encounter another Ram. Eventually youíll find your way to
    Garrett. Give him the recording, then talk to him for another sidequest, The
    First Head of Cerberus.
    
    o----------------------------------------o
    |         One Foot in the Grave          |
    o----------------------------------------o
    | Goal: Provide Deanna with insulin.     |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Deanna in the church gives this quest. You have to go around town collecting
    insulin. There are multiple locations, one of which also has something for
    Lucas from another sidequest. Just follow the quest markers, grab the drugs,
    and return to Deanna.
    
    o----------------------------------------o
    |             One Last Breath            |
    o----------------------------------------o
    | Goal: Bring Carla an asthma inhaler.   |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Carla in the besieged warehouse southeast of the church gives this quest. The
    targets are quite close. There are two options here. On the way to the one in
    the northeast youíll meet a Ram, and you only need one and thatís the way I
    went so thatís all Iíve got. Just jump on a car and laugh at the Ram, heís
    pretty simple. Grab the inhaler behind the desk and return to Carla for
    your reward.
    
    o----------------------------------------o
    |            Picture of Bliss            |
    o----------------------------------------o
    | Goal: Retrieve the picture of Jackís   |
    | daughter.                              |	
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Paralyzing Strike Mod |
    o----------------------------------------o
    
    Jack in the warehouse southeast of the church gives this quest. The Paralyzing
    Strike Mod is fairly unique, so this quest has some decent incentive. Once
    you get about 25 meters away from the destination, youíll hear some laughter
    and Punks will charge out and attack you. These two are armed with melee
    weapons, unlike most Punks. Kill them, then deal with the one inside the
    building. Grab the picture in a cavity in the desk, and return to Jack for
    your reward.
    
    o----------------------------------------o
    |               Radio GaGa               |
    o----------------------------------------o
    | Goal: Search the electrical shop for a |
    | transformer and some cable for Carl.   |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Big Splitting Axe     |
    o----------------------------------------o
    
    Carl in the besieged warehouse gives this quest. It is, like so many others,
    a simple fetch quest. Follow the quest line, grab the electronic part and the
    wire, then return to Carl. The Big Splitting Axe is a pretty powerful weapon,
    but uses a lot of stamina.
    
    o----------------------------------------o
    |                Simon Says              |
    o----------------------------------------o
    | Goal: Break the siege of the warehouse |
    o----------------------------------------o
    | Difficulty: Medium (my guess)          |
    | Reward: 2000 XP                        |
    o----------------------------------------o
    
    Youíll run across this quest on your way to the first poster for Last Chance
    on the Wall. Kill the zombies besieging the warehouse and enter it to complete
    the quest, simple. There will be six quest givers inside the warehouse.
    
    o----------------------------------------o
    |              Spicy Drinks              |
    o----------------------------------------o
    | Goal: Give 5 bottles of alcohol to     |
    | Florencio to get cash.                 |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Molotov               |
    o----------------------------------------o
    
    Florencio Morales in the besieged warehouse gives this quest. He just wants
    some alcohol, which he claims is for defense of the warehouse. Itís a pretty
    simple quest, do it if youíre looking for cash and XP (and you still get a
    molotov out of it, so really youíre saving a rag and giving away 3 alcohol).
    Once you have it, give it to him, talk to him, then claim your molotov.
    
    o----------------------------------------o
    |                 SPY Game               |
    o----------------------------------------o
    | Goal: When you reach the Jungle record |
    | a transmission for Nick.               |
    o----------------------------------------o
    | Difficulty: Hard                       |
    | Reward: 1500 XP, Impact Mod            |
    o----------------------------------------o
    
    Nick from A New Broom Sweeps Clean gives this quest. You canít do anything
    about it until Act III, but you can pick it up in Act II, so itís included
    here. Further details will be available in the Act III sidequest section.
    
    o----------------------------------------o
    |       The First Head of Cerberus       |
    o----------------------------------------o
    | Goal: Activate 4 loudspeakers in the   |
    | Shanty Town.                           |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Cash                  |
    o----------------------------------------o
    
    Garrett from the end of Message to the Masses gives this quest. The quest
    markers on this quest disappear if you get too close, and all of the
    objectives are on roofs, so they arenít too helpful anyway. For the first
    speaker, head straight out of Garrettís shack and climb the ladder near
    the overturned lorry (truck for Commonwealth readers). There will be a
    few Punks at the top, eliminate them and activate the first loudspeaker.
    
    From the first loudspeaker, find a way down and then head across the
    street, past the trees and ruined car, left at the first intersection,
    past the portal on the minimap. Youíll see a stepladder, from there, look
    to your left and climb the actual ladder. Climb it, head across the planks
    and down the ladder, then activate the second loudspeaker.
    
    Head back up the ladder, and head along the rooftop towards the water
    tower. Take a right, left, and another right to meet the third loudspeaker
    and a Thug. Kill it and activate the third loudspeaker.
    
    From the third loudspeaker, head back through the gap you came in, and 
    take a right. Jump while sprinting to get to the building across the small
    gap. You can jump right over the satellite dish, or to the right of it and
    jump up on the gallow. From there, proceed to the wooden plank bridge, 
    jump while sprinting on the bridge, keep sprinting, and jump from the other
    end of the bridge to the far building. Head straight to the loudspeaker
    and activate it. Find a way down and return to Garrett for your reward, as
    well as another quest (Cerberus has three heads so he has even more work
    for us).
    
    o----------------------------------------o
    |       The Second Head of Cerberus      |
    o----------------------------------------o
    | Goal: Activate 4 loudspeakers in the   |
    | Eastern Waterfront.                    |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Pistol                |
    o----------------------------------------o
    
    Garrett gives this quest after you complete The First Head of Cerberus.
    Proceed down the path, and youíll see a ladder near a tree. Climb it, head
    forward until you see a railing on your right. Head onto the thin platforms,
    jumping from platform to platform until you reach a plank bridge. From
    there, jump to the building and activate the loudspeaker. Find your way
    down, go to the seafront, and look for a ladder on the back of a building.
    Climb it, proceed along the rooftops parallel to the ocean. Youíll come
    across a caged area, head around it to some wooden planks. Jump the very
    small gap between them, enter the cage and activate the second speaker.
    
    From there, get down and follow the quest line. Once it disappears, you
    should be able to hear the crackling. Once you locate the speaker, look for
    a wooden scaffold. The switch is in there, not up top. Clear the boxes out
    of the way and enter the caged area. Activate the third loudspeaker.
    
    This last one is easy. Follow the quest path, kill the Thug guarding it, and
    jump up and activate the final loudspeaker (for this sidequest). Return to
    Garrett for your reward and another quest.
    
    o----------------------------------------o
    |       The Third Head of Cerberus       |
    o----------------------------------------o
    | Goal: Activate 3 loudspeakers along    |
    | Canale Street.                         |
    o----------------------------------------o
    | Difficulty: Medium                     |
    | Reward: 1500 XP, Piranha Mod           |
    o----------------------------------------o
    
    Garrett gives this quest. Follow the quest line, killing the Thug along your
    path, possibly with a nearby propane tank, then climb up the ladder across
    the little creek. The switch is right up on the left of the top of the ladder.
    
    After that, head along the quest line, get to the left side of the creek, and
    head along it until you find a ladder on the side of building. Climb up, look
    out for Punks, and hit the switch. From there, stay on the rooftops and head
    down along them towards the other one. From there, proceed back to Garrett.
    
    o----------------------------------------o
    |               Three Nails              |
    o----------------------------------------o
    | Goal: Get the nails for the barricade  |
    | construction.                          |
    o----------------------------------------o
    | Difficulty: Easy                       |
    | Reward: 70 XP, Cash                    |
    | *Repeatable*                           |
    o----------------------------------------o
    
    Bruno wants nails. Theyíre not very useful except for a couple of mods. Itís
    up to you.
    
    o----------------------------------------o
    |            Uninvited Guests            |
    o----------------------------------------o
    | Goal: Get into Aliciaís house and kill |
    | all the zombies inside.                |
    o----------------------------------------o
    | Difficulty: ???                        |
    | Reward: 1500 XP, Battle Double Blade   |
    o----------------------------------------o
    
    You should receive this quest on the east side of town, in the northern half,
    northeast of the besieged warehouse where you can take on a number of quests.
    Enter the house at the end of the quest line, and kill all the zombies inside.
    The first group is about eight, then there are a few groups of four or five,
    and one on the top floor with a Thug. Kill them all, report to Alicia for your
    reward.
    
    O============================================================================O
    |                                Et Cetera                           (E0000) |
    O============================================================================O
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\                          Collectibles                   |
           (E0001)      \--------------------------------------------------------o
    
    Text is a poor medium for a guide to something like dozens of small
    collectibles, so Iíll just link to Gamesradar.comís guide to the collectibles
    of Dead Island.
    
    Itís right here: http://www.gamesradar.com/dead-island-collectibles-guide
    
    O============================================================================O
    |                                  FAQ Stuff                         (FQ000) |
    O============================================================================O
    
         Dead Island   /---------------------------------------------------------o
       -------o--------\              Frequently Asked Questions                 |
           (FQ001)      \--------------------------------------------------------o
    	   
    You'll need to send me question before I can fill this section out!
    	   
         Dead Island   /---------------------------------------------------------o
       -------o--------\                   Version History                       |
           (FQ002)      \--------------------------------------------------------o
    	   
    Version 0.05 - (Sept 12 2011) - Skeleton and Opening sequences
    Version 0.30 - (Sept 16 2011) - A and B ready for 1.00, C and D through Act I.
    Version 0.50 - (Oct  06 2011) - C and D through Act II.
    	   
         Dead Island   /---------------------------------------------------------o
       -------o--------\                    Contact/Legal                        |
           (FQ003)      \--------------------------------------------------------o
    	   
    This file is licensed under the Creative Commons Attribution-Share Alike 2.0 
    Generic license.	
    You are free:
    to share Ė to copy, distribute and transmit this work
    to remix Ė to adapt this work
    Under the following conditions:
    attribution Ė You must attribute the work in the manner specified by the 
    author or licensor: Credit me as either Jeffrey McGaffigan or BlueYoshi579 
    (but not in any way that suggests that I endorse you or your use of the work).
    share alike Ė If you alter, transform, or build upon this work, you may 
    distribute the resulting work only under the same or similar license to this 
    one.
    
    Questions, corrections, comments, and all other forms of feedback are welcome
    as well. Corrections are especially appreciated - if you send one, please
    include a name for me to credit you as in the section below. Be sure to have
    patience and a good topic line, as well. And don't send me questions asking
    to specifically help you. I, nor any other reasonable FAQ writer, would ever
    do that.
    
    My e-mail: faqiynx AT gmail DOT com - You can also PM me on GameFAQs!
    	   
         Dead Island   /---------------------------------------------------------o
       -------o--------\                    Credits/Thanks                       |
           (FQ004)      \--------------------------------------------------------o
    	   
    SBAllen, for maintaining GameFAQs.
    
    CJayC, for creating GameFAQs.
    
    A I e x, for being a great FAQ writer.
    
    Techland, for making this game.
    
    Bears, for not mauling me.
    
    You, for reading this FAQ.